thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

thecrazyscot updated thecrazyscotsman's Omnibus with a new update entry:

Update 1.2.2

Updates by Ruleset:

Enhanced:
-Moved free recon promotion to Enhanced Ruleset from Complete Ruleset
-BUGFIX: Fixed Fort sight bonus expanding every time a new Fort is built

Complete:
-New Techs and Civics now have text quotes
-Reenabled Tech Eureka boosts
-Updated Sailing boost to "Build 2 Fishing Boats"
-Updated Celestial Navigation boost to "Kill a Galley"
-New Civic Eureka boosts seem to be entirely bugged, so until I can figure it out or Firaxis fixes it the Civics which do not have boosts (other than Ideology) have their cost reduced by 15%
-Moved Submarine to Electronics
-Moved Battleship to Physics
-Researching The Internet now gives +1 level of diplomatic visibility
-Resource Management policy now provides 1 free copy of each strategic resource other than Uranium.
-BALANCE: Reduced Opera House culture to +2 (was +3)
-BALANCE: Caravansary now only provides bonus gold to international trade routes
-BALANCE: Reduced Kumasi suzerain trade route bonus from +2 culture to +1 culture per district in the origin city
-BALANCE: Reduced Nan Madol's suzerain bonus to coastal districts from +2 culture to +1 culture
-BUGFIX: Uboat now unlocks at Electronics
-BUGFIX: Patronage and Prototyping policies now work correctly
-BUGFIX: Random audio quotes will no longer play when researching new techs or civics
-BUGFIX: Electronics Factory now correctly gets its culture bonus from Electronics
 
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Did anyone finish a game with v1.2.1 and complete ruleset? My game crashes at turn 113.

I'm playing with complete ruleset and when I mouseover an enemy swordsman owned by player that does not have iron, the - 5 penalty they should have is not shown in combat preview.

I want to remove ability to build any unit without strategic resources from complete ruleset. What file do I have to edit?
 
There is a vanilla bug that causes crashes as well - I'm not aware of particular issues (any more) with the mod. Anything in the logs?

You can comment out StrategicUnits_Biao_Complete.sql and StrategicUnits_Complete_Text.xml. I've placed all those changes in their own files so that should be all you need to do.
 
No errors in logs. Vanilla crash happens when I capture an enemy city and I have not seen it after the patch. With Omnibus game crashes during AI turn.
 
Look at the giant exclamation point over the mountain here. I assume that's to show that I've built an observatory — but it seems weird. Was this intended, or is it an accident?

auzkh1.png


NOTE: I'm playing on a MacBook, so maybe that has something to do with it. Everything else in the mod seems to work fine, though.
 
Finishing a game with 1.2.1. I play with show tile yields on, for AI civs it does not show the increased food yeild for tiles near aqueduct. I have no idea of it is even supposed to as i dont own city . I actually assume they are getting the extra food, but just wanted to bring it up in case I AM supposed to be able to see increased yeilds
 
@qqqbbb - a quick look at the bug reports forums has some users suggesting that you go back several turns and declare war on the AI civ which is crashing as it may cause them to do something different on their turn, potentially avoiding whatever they're doing which is causing the crash. It looks like the Fall Patch introduced several crashing bugs which can trigger almost randomly, and it may be that some particular set of circumstances with my mod may interact with these bugs causing a crash, but it's really impossible to tell. Because the vanilla game has this issue I don't think it's something I can fix. Sorry, though - totally sucks to get a good ways into a game and then have it crash :(

Look at the giant exclamation point over the mountain here. I assume that's to show that I've built an observatory — but it seems weird. Was this intended, or is it an accident?

auzkh1.png


NOTE: I'm playing on a MacBook, so maybe that has something to do with it. Everything else in the mod seems to work fine, though.

Heh, yeah I'm aware of that issue. I don't know why it pops up as the code is used for a belief in vanilla without the exclamation point. I don't know how to get rid of it, but I considered the Observatory effect too good to pass up for the goofy looking exclamation point. It doesn't have any actual effect in the game other than cosmetic, at least.

Finishing a game with 1.2.1. I play with show tile yields on, for AI civs it does not show the increased food yeild for tiles near aqueduct. I have no idea of it is even supposed to as i dont own city . I actually assume they are getting the extra food, but just wanted to bring it up in case I AM supposed to be able to see increased yeilds
I don't believe that should be an issue...as you don't own the aqueduct in that city I don't see why it would show up for you. Thanks for bringing it up though!

------------------------------------

To everyone:
I've successfully tested modifiers which will apply an effect if you have less than x number of cities or greater than x number of cities. In order to give you more choices in terms of playstyle I'm considering adding in a few new policy cards which will provide a large bonus per city if you have less than x number of cities or a small bonus per city if you have more than x number of cities. Thoughts, comments, suggestions?
 
To everyone:
I've successfully tested modifiers which will apply an effect if you have less than x number of cities or greater than x number of cities. In order to give you more choices in terms of playstyle I'm considering adding in a few new policy cards which will provide a large bonus per city if you have less than x number of cities or a small bonus per city if you have more than x number of cities. Thoughts, comments, suggestions?

I like the idea of tall being more viable. In my opinion a set effecting empires with 4 or less cities. (Ideas: +2 trade routes, all districts get double yields, +4 production in each city, bigger GPP bonuses, extra copies of luxuries provide gold). And a set that effects 13 or more cites. (Ideas: + 1 amenity, growth bonus in cities with pop less than 3, post ilkum builder production increase) these would be weaker of course.

Another somewhat related idea I had when I read you can have number of cities as a modifier is to further require spelicization on cities you can cap the number on x distirict to... say 75% of total cities.
E.g. if you have 4 cities then only 3 campuses/commericial/industrial zones nationwide. Would get interesting when playing wide 12 cites/ 9 commercial zones. Would have to put more thought into each city including future expansion plans. Could even go with a lower % . 50% would be tough for going tall but would present a new challege playing as we do now.

Sorry for my stream of ideas but could even go 4 + 50% of cities more than 4. So
4 cities = 4 of each
5 cities =4
6cities =5
8 cities =6
12 cities = 8
20 cities =12
Etc.

Just ideas I had. Have no idea if they would be good changes or not.
 
I captured a city. Kiln in the city was destroyed but gave +2 production when building anything. And production bonus disappeard after I repaired it.
 
I captured a city. Kiln in the city was destroyed but gave +2 production when building anything. And production bonus disappeard after I repaired it.
Let me clarify as I'm having a bit of trouble following:
  1. You captured a city with a Kiln
  2. The Kiln was damaged and needed to be repaired
  3. The Kiln provided +2 production towards units, buildings, projects, etc while in its damaged state
  4. After repairing, the Kiln no longer provided any production bonus...not even the intended bonus to buildings and districts.
Is that correct? If so, is there any way you could provide me a screenshot?
 
Could maybe do a policy card that gave like a 25-50% boost on all resources, for amount of cities less than 4 that you have? So 3 is 25% boost, 2 is 50, 1 is 50 or 100
 
Let me clarify as I'm having a bit of trouble following:
  1. You captured a city with a Kiln
  2. The Kiln was damaged and needed to be repaired
  3. The Kiln provided +2 production towards units, buildings, projects, etc while in its damaged state
  4. After repairing, the Kiln no longer provided any production bonus...not even the intended bonus to buildings and districts.
Correct

is there any way you could provide me a screenshot?
You can't reproduce this bug?

Screenshots
Spoiler :

Kiln is damaged but gives +2 production when building a unit.
Kiln%20damaged.jpg


Kiln is repaired but gives no production bonus when building water mill
Kiln%20repaired.jpg

 
Correct

You can't reproduce this bug?

Screenshots
Spoiler :

Kiln is damaged but gives +2 production when building a unit.
Kiln%20damaged.jpg


Kiln is repaired but gives no production bonus when building water mill
Kiln%20repaired.jpg


Those tooltips are very unreliable and don't seem to properly update right away if you swap builds (at least, that's been my experience). Did you give it a turn and check to see if they fixed themselves?
 
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