The Dry Dock comes with Steel so you’d still have to wait before you could upgrade.Missing building, Dry Dock. BIQ and main file 22:00 13/03/17.
Download Patch
Replace the Civilopedia and PediaIcons files in the Text Folder.
Replace the Dry_DockLG and Dry_DockSM pcx files in Art>Civilopedia>Icons>Buildings.
Replace the buildings-large and buildings-small pcx files in Art>city screen.
It’s because you’re providing the most feedback. You’ve been helping me squash bugs and highlight areas in the text where I’ve communicated inadequately. That’s exactly what I need.if that qualify me for a Lead Game Tester
I’ll re-upload the game after the testing phase is complete (rather than adding innumerable patches) so if you re-download the game at that point, you’ll be guaranteed to have the latest version relatively stress free.but you can forget about it
The unit design only included a 32 pixel pcx. I’m still looking for an appropriate image to replace the LG.pcx.In Civilopedia entry for Canal Barge
Usually this is because the Firaxis Editor imposes some limitations that other editors have removed. The game will read it just fine (sometimes the game won't know what to do with it), but the Editor will complain about invalid numbers.- When I was viewing buildings list and was on DryDock a message "Please enter an integer between 1 and 25". I presume you have used another editor to work on your project, but I wonder if it might backfire during the game...
When I was viewing buildings list and was on DryDock a message "Please enter an integer between 1 and 25". I presume you have used another editor to work on your project, but I wonder if it might backfire during the game...
The mod was constructed using Quintilis’ customised editor “conquestseditor1_03”. All major bugs were resolved before the beta test release. Jarovid and I have reached the industrial era without impassable errors. I caused one or two bugs updating the biq but these have also been resolved.Sometimes you can run into unanticipated errors, as it was reported that the Firaxis Editor will check for infinite loop upgrade paths (ex: Horseman -> Knight -> Cavalry -> Horseman), but some of the custom ones don't. When you run the game, you then get a crash to desktop for these infinite loop units.
Only one so far, Delta_Strife made an artificial island airbase for me but I’m hoping that someone will like the mod enough to fill-in some placeholder units.Are there some units created specially for the mod
About a third of the game would be unworkable with the Firaxis Conquests editor.Usually this is because the Firaxis Editor imposes some limitations that other editors have removed.
Thanks for telling me. That’s not a small issue. If it’s happening during the AI’s turn, it’s going to be much harder to track down.Last night a problem occured during the AI turn and it happened for second time. The turn just won't finish (I waited for more then three hours first time, and for an hour and a half yesterday).
I get that message when I retire (formally end the game) but not when I quit.Also, every time I exit the game normally I get message from Windows that the game stopped
working, which does not happen with other mods.
I’m a little confused, does that mean there isn’t a problem or did you find a work-around?I tried the following: I declared the war on Russians before hitting spacebar for AI turn and it helped .
Originally the Navvy’s and the Traction Engines were only going to be able to do road but it’s probably better to just make them a more expensive worker. Ideally, I’d like to change the Navvy to a Draught Horse unit.I noticed that Navvy unit can't irrigate, don't know if it is bug.
I can’t find the cause for that. I checked the PediaIcons entries, the Civilopedia large and small pcx’s and the unit 32 pcx.Also picture is missing for Elephant musketman in production window in city view.