I guess I should add small python fix to show info if improvement can be placed outside cultural borders... just need to find the python function for it.Thanks. I couldn't find this behavior described in the pedia. Are there any other worker actions for which this is possible?
Petek
It's defined in RevInqUtils.py or something like that, not in CvUtil.py. If you got error about in 2.81, then there might be still some reference to the old function's location... can you post the error message?I checked the 2.81 patch package because I was still getting "isReligionExist" Python excxeptions, and the the CvUtil.py didn't have it defined. Isn't it supposed to be there?
That's good to know. Anyway all modular civs have to be updated for RoM 2.9 because all the city artstyle defines are now named differently as I merged the newest Cultural Citystyles mod to RoM. At the same time I'll check the other reported errors/problems.One thing i just noticed in the MEGA pack (dont know if this is the right area to write, but) if any of the civ's have an Artstyle IN them, they will not respond correctly, ie if you go into the WB it will CTD. So i took them out and used only a few that did NOT have them and all was ok, i think that MLF you need to have a separate Artsytles included and not All-In-One like they are now.
That graphics is already in use for another Transhuman era terrain improvement - good suggestion thoughI am not sure, if I already mentioned it, but it would be cool, if there were different graphics for the different mines.
This might pass for the modern mine.
We are getting out of sync in version 2.81, it happens when I am attacking an town.
Playing trough lan.![]()
I've just downloaded and installed 2.81 mega and patchand extra civ pack. But when I start up a game (default settings small map, tried twice) the terrain is black, you cna see the overlays (i.e. forests and jungle), resources waves lapping on the shore and units. All of the buttons work as normal and game palys, but it is really disconcerting seeing no land.
Sorry if someone else has posted the same problem here but my internet is iffy today and trawling through 10 pages would take too long.
You will need to remove a few civs. 5 seems to be a good number.
I am having this error message intermittently spammed as I play. It doesn't happen every turn, but it normally pops up a couple at a time.
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Is this something that has been dealt with? And if so, what should I do?
And if not, is this helpful, or would you like the bug logging thing as you have on the first post or something else?
It's defined in RevInqUtils.py or something like that, not in CvUtil.py. If you got error about in 2.81, then there might be still some reference to the old function's location... can you post the error message?
s.
I've just downloaded and installed 2.81 mega and patchand extra civ pack. But when I start up a game (default settings small map, tried twice) the terrain is black, you cna see the overlays (i.e. forests and jungle), resources waves lapping on the shore and units. All of the buttons work as normal and game palys, but it is really disconcerting seeing no land.
Sorry if someone else has posted the same problem here but my internet is iffy today and trawling through 10 pages would take too long.
I installed RoM v2.8 MEGA and patched it v2.81,
when I start the Mod, it takes an eternity to start (5 minutes at least)
and when I'm in the main menu, I can click on all the buttons, except for Single Player.
Whenever I click Single Player, it gets a runtime error...
What should I do???
Large Cities/ +X% food bonus/ specialists
So cities seem to grow pretty large with all these percentage base food bonus buildings. No problem to hit 20 pop by 200BC. I didn't play any games till the modern ages but i'm pretty sure it's not going to be better later on I feel this is a result of the extensive food bonus. I suggest to split the buildings bonus to a fixed +1 and a lower percentage increase in exchange. This would favor small towns and put a little cap on the megacities which are nice to have ofc - but i feel they grow out of control. Might correlate to the cap on world wonders/city btw. I can see why the cap might be necessary, yet i dislike it pretty much. Maybe it wouldn't be as much a problem if the +x% food bonus was less.
And then there are the specialists. Their 'costs' got increased by 50% - 3 per pop instead of 2. Additionally, tiles give more food/hammers/gold then in vanilla therefor discouraging use of specialists and work tiles instead. Furthermore no more +3 civic. And as icing: Hefty penalty% on GPP by early civics - *swallow*. That's too much, seriously. Thing about specialists is that, as you know, they can balance out starting positions. No juicy river available - go for 2 food resources and some specialists instead. Without the specialist possiblity starting position is very important and there is not much a possibility as in vanilla to adopt to more difficult surroundings. And that's what it's all about after all - being able to apply a wide variety of tactical approaches and making the right decisions. Please improve specialist economy.
But maybe i just miss out on something here? - Please comment on this part especially.