Walter Hawkwood
RI Curator
Yes, if possible.But the turn right before the crash, then?Now I’ve added a debug before the problematic line.
Yes, if possible.But the turn right before the crash, then?Now I’ve added a debug before the problematic line.
I can't reproduce it for now, but I'm saving turn by turn so that when it happens I can send you the saveYes, if possible.
Glancing at the list of changed files usually gives you a pretty good idea of which ones, as most unit art is stored relatively logically.When reading "some unit art updates," I always just want to know what was changed, since those fine details are often fascinating.![]()
I have a ton of respect for MatteM and what he does with the unit conversions, but unfortunately a lot of them are much "heavier" than the upper limit of unit file size I stick to in RI to keep the total asset size at least somewhat manageable. I don't know how big Queen Lizzie is - @MatteM if you could send it my way, I'd check if it was proper RI material, at least after some cut downs. It would indeed be nice to have a modern carrier for the UK.On that note, though, I noticed that the English in RI don't currently have a distinctive modern carrier (though the Illustrious certainly lives up to her name, there). MatteM just posted some beautiful carriers for the Russians, US and UK here: https://forums.civfanatics.com/thre...xturing-workshop.637596/page-20#post-16855099. The Queen Elizabeth on the middle-right of the UK set looks great. Might it be a good substitute for the generic carrier that they currently get?
How often does everyone use Craft Guilds? I don't think I've ever adopted it, since it has such a small bonus and Merchant Princes becomes available one technology later.
Glancing at the list of changed files usually gives you a pretty good idea of which ones, as most unit art is stored relatively logically.
I have a ton of respect for MatteM and what he does with the unit conversions, but unfortunately a lot of them are much "heavier" than the upper limit of unit file size I stick to in RI to keep the total asset size at least somewhat manageable. I don't know how big Queen Lizzie is - @MatteM if you could send it my way, I'd check if it was proper RI material, at least after some cut downs. It would indeed be nice to have a modern carrier for the UK.
Thanks, fixed a couple more cases like this along the way too.Quick little report : the Technology "Civil Liberties" requires both "Stock Market" and "Labor Specialization".
But the Stock Market already requires Labor Specialization to be researched.
Indeed, this is the intended "flavour" of the industrial era, as that's when actual technologies (as opposed to inventions, social advances etc) start coming into play in earnest. I was going for a feeling of progress speeding up dramatically.Also, I have finally started to look at the Industrial technologies, and the whole period is massive !
It's easily two ages in one, with the number of tech to discover.
Yeah, I am rather reluctant to use those, as they are quite poorly signposted in the UI (and no, I don't want to rework the tech tree graph!). I feel that adding more of those would simply increase players' confusion.Talking about tech requirements, there's exactly 2 techs (Animal Husbandry and Priesthood) with variable precursors. I remember how that was advertised as a big new thing when Civ4 came out, but in most mods it's cut back nearly all the way, just like here. I wonder if there's potential for a few more such things for later techs as well.
In the few games I managed to get going in the past week, it feels like civs are doing much less war prep and much more expansion and settling. On a large map with 16 starting civs, the AI civs all have between 7 and 12 cities by turn 250, and with no consideration for distance from capital or diplomacy (the latter part isn't new, but I thought distance used to be a factor). Well, all have between 7 and 12 cities except for Seleucus, because the barbs keep taking his cities, because the AI leaders keep thinking that one archer and one militia is enough to defend a city as they mindlessly expand across the map.As I wrote, it might have. Or it might simply be how K-Mod's AI functions, always preparing for the next war. All I know is the exit clause for exiting limited war preparation plan was there, but there was no actual command to discontinue the preparation, and two other similar clauses for other war type plans had those - so I feel that it should fix something, in theory, unless I missed something else in the code (which is not impossible, as war plan AI code is really convoluted).