alexanderyou
Chieftain
- Joined
- Jul 14, 2016
- Messages
- 82
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Ideology doesn't have a eureka in the unmodded game.
Thanks for the error reports all...it looks like this may be affecting everyone with the Complete Ruleset. I'm going to go through the logs carefully.
I loaded up the game again to see what happened on my end and....crash. My personal logs don't show any errors whatsoever. Some weird bug must have been introduced at the very end, and at first glance there's no reason for it. I've tried loading the game with some of the recent additons disabled but that hasn't shed any light.
If anyone else is willing to do some debugging I would greatly appreciate it although I certainly wouldn't expect any of you to spend a lot of time troubleshooting my mod
I'm going to keep working on this as much as I can over the weekend. I could push out a quick update moving the previously working Complete elements (specifically the strategic resource unit changes) to the Enhanced ruleset. At the moment I would avoid playing with the Complete Ruleset as it just doesn't seem to be working correctly.
Sorry about that you all. I appreciate your support for this mod. It's quite disappointing that you guys won't get to test all my changes...I was pretty excited to get it pushed out to you.
BTW: For me, 1.2 complete already crashes on the loading screen!Hi Crazy Scot!
First of all: Thank you very much for all the effort you have put into your Mod - we played it on 1.1.1 and liked it a lot! It is unfortunate that 1.2 isn't working properly - what can we do to help you find the problem?
Cheers
- disabled new Tech and Civic boosts in temporary fix to crashing issue
thecrazyscot updated thecrazyscotsman's Omnibus with a new update entry:
Hotfix 1.2.1
Read the rest of this update entry...
what were the boosts again sorry?
Im not sure what you had to disable.
Whoops, I'll fix that in the next update!German U-Boat still needs fixed btw. Thanks for the mod! Great work!
I'm certainly open to adding some new buffs to unique districts, but my initial thought was that the reduced cost was a pretty big buff already. If you all find that not to be the case any more as you play I'll certainly buff them in other ways.- I like that unique districts now use population like their standard counterparts - not sure how this will affect balance, it hurts those civs abit (no more theater d. spamming for greece, e.g, which is a good thing), are there any plans to re-buffs those districts in general or do you like it that way ?
This was an oversight! I'll redo that card in the next patch.- The economic civic Resource management still reduces the strategic resource needed to build units by 1, but with the Strategic Resource and Tech Tree Rebalance Mod (by Biao) included, it does nothing anymore when using the Full ruleset. Intended to be a "light-ruleset-only"-civic ?
Remember that I do add in new ways to earn culture (a few of the new buildings and the resource buffs given by the Theater and Entertainment districts)- You reduced the possibility to earn culture abit by having less districts (thus less theater districts) and district placement having to be more meaningful (thus less spamming), AND by reducing the flat bonus city statest give to your districts (just +1/+2 for 3/6 envoys)..... but then again, some city state bonuses like the one from Nan Madol are still at vanilla values, resulting in a trade route granting +8 or 10 culture, which is more than most midgame specialized districts can achieve.
Any plans of rebalancing those ?!
I play 1.2.1 Enhanced - I have 4/4 (all) civ brought to my religion, yet, no religious victory came... (it is ON, as all VCs...)
Perhaps it is bugged in 1.2.1...?
Glad you're enjoying it! I'll take a loot at Political Science for the next patch. Thanks for the report!I absolutely love this mod. It makes gameplay so much more interesting. Thanks for all your hard work!!
There's only one bug I noticed that I don't think anyone else has mentioned: The Political Science policy doesn’t appear to have any effect — no extra influence points from Campus and Theater districts, or at least they're not showing up in the UI bar at the top of the screen.
I look forward to your feedback! I'm always looking to further balance the changes in this modHi, just got told about this mod on reddit - looked through this thread, and cannot wait to try it out (technically at work now). Looks like a really nice attempt to fix some of the more horrific mechanics in civ6. Thanks!
A thought I had very early on with this game (I think during my first playthrough of civ6 - was pretty disappointed by the mechanics...) - Culture progression costs should go up per city, but science should not. (So big empires are valid, but gives a bigger impetus to tall empires).
Leading on from that thought (though probably not of interest for this mod), I thought that perhaps the Enlightenment cultural stage (thingy? tech? virtue?) could provide a big boost to renaissance-and-later era technologies (50%?) (the costs of which would in turn be increased, though perhaps 8 Ages of Peace covers this). This would lead to a strong incentive to stay small and tall - to reach the Enlightenment quicker - and then I guess expand after that (colonialism!).
Hopefully this would allow for more levels of overall strategy (as currently, and even with your Mod (though speaking from the point of view of someone who has not played it) the only valid strategy is early game expansion).
And more strategic paths would in turn allow for more flexibility in the design of Social Policies. (i.e. +1 Culture per city, + 5 Combat Strength vs larger civs, +3 Amenities in your capital, etc).
Anyway, just some ideas to throw at an accomplished modder, looking forward to tonight...
Huh...there's no reason why that would happen with any of the changes I've made. Perhaps it's a Vanilla bug?