The Enlightenment Era

So the rationalism is still unlocked in the Renaissance era? i played a game with EE but exploration policy and rationalism did not change their unlocked eras
 
Are you able to at least make EE support the unit rescaling part of RED, even if you don't want to make all the extra models?
The next version of R.E.D. should rescale these new units properly.
 
The next version of R.E.D. should rescale these new units properly.

Yay! I don't really mind there not being custom models for all the new units, but the wrong sized models were kinda irritating. Thanks...whoever works on R.E.D these days!
 
So I built the summer palace national wonder and didn't receive a choose GP menu, I was playing JFD's Saxony and part of the UA is free GM every time you build a NW, I suspect this might have something to do with it.
 
I play in French (boo) and uses EUI, some of the tooltips from new units (like the ship of the line?) seems buggy (ex: it says ranged unit but do not display a ranged strength).

I'll continue playing with it and come back for more feedback (otherwise i like the mod)
 
The Weigh House says it requires a bank in the city, but I can queue one up and I don't even have a Market yet.
 
When I declared war on Maria by attacking her unit, her Leader Screen popped up but there were no diplomacy boxes. It also occurs when I try to make peace (thus, I can't unless she initiates it).

EDIT: Actually, I think this might be an issue with a different mod.
 
Do you expect any issues with advanced start? I've noticed that using such causes the Mercenary Mod not to activate and if you start past Medieval, you can't found religions.

As I often like to play civs from around the same era (so everyone's UU hit about the same time) I often don't want to have to play through the Ancient and Classical era and sometimes not even the Medieval. But late starts seem to causes issues.

Also, how will this mod affect mods which affect the tech/unit tree later in the game like Beyond the Future mod? I would think it would be fine given how the Enlightenment era and Industrial era units all become standard vanilla units before the Atomic Era.
 
I just tried it and got to the modern era, before saving for later. It's very well done, and I really loved all the attention to detail. (And I loved the quote for humanism, :D)

The only bug I've noticed was that when I reached the enlightenment era, the quote worked, and it said "Welcome to the Enlightenment Era," but the splash screen was the Renaissance one. I didn't have logging enabled, so I can't produce logs.
 
As it is currently, the Enlightenment Era makes for a weird stop in Great Prophet production. They won't generate automatically once you leave the Renaissance, but you can't faith-buy any great people until the Industrial Era. I think, if possible, you should either allow for faith-buying Great Prophets in the Enlightenment Era, or have them keep automatically spawning during the Enlightment Era.
 
What is the Uhlan's strength meant to be? Ingame, they have 25, making them no better than Lancers, but the Manual indicates that they should be 36, which would make them a direct upgrade when compared to Cavalry? Are they meant to be underpowered, or overpowered?

edit: Also, is the frigate not meant to obsolete until Electronics still? It just seems pointless having them still around with Cruisers
 
Is it at all possible for there to be some kind of compatability with the CBP?
 
I continued my game, and got up to a few turns into the Information Era before my game CTD, which might have had to do with a different mod maybe. Everything seemed to work for the most part, but I noticed a few bugs.

Like I said earlier, the Enlightenment splash screen was just the Renaissance screen again. One I got to industrial, it went onward like normal. When I got to the Modern Era, the splash screen never showed up. There weren't any noticeable bugs about it, but the screen itself didn't show up. I only tested it out while playing as Japan, so I can't say if it's a bug with any other civs. Outside of splash screens, the only other bug was that the Summer Palace didn't give a great person when I built it.

Again, sorry for not having logs. I forgot to enable it before loading my game. I'll try and re-do a game with a different civ and try to post logs then. And thank you for all your guys hard work.
 
The errors with the (weigh house != bank required ) and Summer Palace gives no Great Person choice is in the xml code of the two buildings.
  • Weigh House has no entry in either the standard <Building_ClassesNeededInCity> nor in the added <Building_ClassesNeededInCityOR>.
  • Summer Palace has no <FreeGreatPeople>1</FreeGreatPeople> in its definition within table <Buildings>
----------------------------------------------------------------------------------------

Also I think this might streamline the processing of GameEvents.CityCanConstruct.Add(JFD_Building_ClassesNeededInCityOR) since it will not do as much processing for buildings that have no entry in the new game-table Building_ClassesNeededInCityOR. Not meaning to be a pest. But if the desire at any point is to expand the use of the new table, it will make for more efficient processing, I would think:
Code:
local tBuildingClassInCityORS = {}
for row in GameInfo.Building_ClassesNeededInCityOR() do
	if not tBuildingClassInCityORS[GameInfoTypes[row.BuildingType]] then
		tBuildingClassInCityORS[GameInfoTypes[row.BuildingType]] = { [GameInfoTypes[row.BuildingClassType]] = row.BuildingClassType }
	else
		tBuildingClassInCityORS[GameInfoTypes[row.BuildingType]][GameInfoTypes[row.BuildingClassType]] = row.BuildingClassType
	end
end
function JFD_Building_ClassesNeededInCityOR(playerID, cityID, buildingID)
	if tBuildingClassInCityORS[buildingID] then
		local pCity = Players[playerID]:GetCityByID(cityID)
		for k,v in pairs(tBuildingClassInCityORS[buildingID]) do
			if HasBuildingClass(pCity, v) then
				return true
			end
		end
		return false
	end
	return true
end
GameEvents.CityCanConstruct.Add(JFD_Building_ClassesNeededInCityOR)
------------------------------------------------------------
---- Whoward69' BuildingClass in a city check
------------------------------------------------------------

function HasBuildingClass(pCity, sBuildingClass)
  for building in GameInfo.Buildings("BuildingClass='" .. sBuildingClass .. "'") do
    if (pCity:IsHasBuilding(building.ID)) then
      return true
    end
  end
  
  return false
end
Plus I didn't see anywhere that you removed the Museum's hard-requirement for an Opera House under table <Building_ClassesNeededInCity> so I am a little confused as to how the new table <Building_ClassesNeededInCityOR> will actually have an effect on the Museum.
 
Pouakai:
what do you think of romanticism era as an ideal.

Pouakai i may i offer some constructive criticism or give a quote from some commenter from steam who sums it up best of my nitpick
Humanism was very much a Rennaisannce thing. The Rennaisannce is generally regarding as being from the late 1300's to the early 1500's. When the term Humanism is used it's in conjunction with Rennaisannce. Humanist ideals emerged and were being implemented in the before mentioned time period of late 1300's well into the 1500's. Notable Rennaisannce Humanist are : Petrach (Regarded as the father of Humanism) (1304-1375), Machiavelli (1469-1527), Bartolomé de las Casas (1484&#8211;1566). So it was 'discovered' in the Rennaisannce. Humanist were no longer around, or I should say, most people accepted Humanism in the Enlightenment Era but was not at all a new thing.
theming wise it would make more sense.
 
I have to agree that Humanism doesn't fit. Martin Luther was a humanist, as was Thomas Moore, though I dunno about Machiavelli. I would say Liberalism works as a good alternative - appropriate for both the Academy and the Salon.
 
Just saying, I love this mod. It's well done, enjoyable, and I love the new stuff. The naval additions are wonderful - Navies are so much better now, given that I can build a proper navy straight out of medieval, and simulate the naval warfare of WWI.

Unfortunately, there seem to be some errors. First and foremost, the Wat Phra Kaew doesn't do all it's supposed to do. Although the science bonus is there, the city-state base influence boost isn't there.

Second, the AI. I don't know if this is from P&S, the Community Patch, or from this mod, but half the AIs fight like a cornered psycho. Ashurbanipal, the leader of the Assyria, refused to peace out until I had wiped his army off the map and trapped his navy, as well as turned Assyria into a city-state.

Meanwhile, Bismark (Reduced to two forward-settles, a core city (cologne, 20 pop), and a mountain fortress that had horrible growth), Askia (Exiled from his core to a distant colony, equipping classical-era weaponry in the early Enlightenment), and the aforementioned Ashurbanipal (Who had not rebuilt his army) declared war on me, the strongest power on the continent, while I posessed units that were stronger than some of their cities.
 
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