Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,336
that is correct. the code is a bit weird in that it uses iDisjunctionPower+10 as percentchanceSephi: maybe I am wrong but i can see in xml iDisjunctionPower beeing 20-30-50 and then 'Purge' with 75.
that is correct. the code is a bit weird in that it uses iDisjunctionPower+10 as percentchanceSephi: maybe I am wrong but i can see in xml iDisjunctionPower beeing 20-30-50 and then 'Purge' with 75.
Interesting do not know why we have not got this before....Small edge case in the Grigori. If you move your settler instead of creating your capital on your first turn, then pick the Ranger's guild you will not receive the free Ranger. Not a huge issue as I can go into the Worldbuilder and fix it.
Unsure of the easiest fix as it makes sense to spawn the Ranger in the capital city. Maybe delay the selection by a few turns is the easiest?
A walkaround isSmall edge case in the Grigori. If you move your settler instead of creating your capital on your first turn, then pick the Ranger's guild you will not receive the free Ranger. Not a huge issue as I can go into the Worldbuilder and fix it.
Unsure of the easiest fix as it makes sense to spawn the Ranger in the capital city. Maybe delay the selection by a few turns is the easiest?
Probably never caught as until barter there aint much gold to trade...Another early game small issue : 'Gold trading via diplomacy' should be enabled by Barter tech but we can do this from the start of the game without that tech. I don't know which one is wrong, actual game or pedia.
My thought is that it should be enabled by Currency tech though...
I mean both.You mean gold, gold per turn or both?
And yes, Currency seems more ok in term of flavour, so will do that!
Well....that's strange! We too didn't check those before, we will do a brainstorming on it laterGlobal enchantment 'Abominable Growth' does not disappear after the casting civ is destroyed. My cities had 'Abominable growth' buildings by Calabim's enchantment while the war with them. Then though I destroyed them finally, the buildings did not disappeared properly. They were once gone at the moment the enemy's last city was captured, but re-appeared at the next turn. 'Abominable Growth' is still displayed in the magic screen in red letters. I tried Disjunction to remove it but failed. (maybe will try again...) I have never checked hostile GE before...
for now the AI seems pretty promising....
Mmm i'm not too keen on this....not many AI research currency early while they do it for writing and trade tech without the option to use gold seems unfair, but we can discuss this, maybe i'm wrong on this, we will do some research on this oneProbably never caught as until barter there aint much gold to trade...
You mean gold, gold per turn or both?
And yes, Currency seems more ok in term of flavour, so will do that!
Sounds you are making great progress!Tonight testing 0.5 vs 0.4 to see if the changes works finefor now the AI seems pretty promising....
Ops sorry spoilers![]()


Postponed guild selection untill u have at least 1 citySmall edge case in the Grigori. If you move your settler instead of creating your capital on your first turn, then pick the Ranger's guild you will not receive the free Ranger. Not a huge issue as I can go into the Worldbuilder and fix it.
Unsure of the easiest fix as it makes sense to spawn the Ranger in the capital city. Maybe delay the selection by a few turns is the easiest?
rocessBonus within the isCapital()).Fixed. I suspect was due to the logic in removeglobalenchantment which was not deleting the ge but only the building, and somehow the hostile ge was kept alive even in case of his death.Global enchantment 'Abominable Growth' does not disappear after the casting civ is destroyed. My cities had 'Abominable growth' buildings by Calabim's enchantment while the war with them. Then though I destroyed them finally, the buildings did not disappeared properly. They were once gone at the moment the enemy's last city was captured, but re-appeared at the next turn. 'Abominable Growth' is still displayed in the magic screen in red letters. I tried Disjunction to remove it but failed. (maybe will try again...) I have never checked hostile GE before...
I mean both.
And that will be nice, thanks!
Temple of temporance: yes I saw it is a still frame (i.e a pic) not a movie... gonna keep it as I am not able to create movie and it is possible that it was done like that... its a bik file, there is no error reported thus I expect that the bik video file is just a frame.Small bugs :
Movie of 'Temple of temporance' not playing. Just a blank frame.
Victory movie not playing(in this case 'Might of the Wild'). A pop-up says 'your movie was not installed correctly'.
a petition: Please make a leader's hated civic shown in the pedia like favorite civics.
a question : In my recent game, some of Luchiurp's clockwork golems turned into barbarians suddenly. They became barbarian units while staying in a city, which they newly captured from Lanun, so other Luchiurp units were expeled to outside automatically and the city came to belong to the Barbarian civ. Luchiurp lost two cities in this way as long as I observed. I guess it was a result of some hostile spell/enchantment but could not figure out. They were in war with Aristrakh, Sheaim, Hyborem, Khazad, Clan and Lanun and those units were invading Lanun's territory at that time. Anybody knows what is it? (Anyway, AI Luchiurp is doing well. Once they reached the tech, they sweeped the evil world with pumped out Clockworks.)
an AI issue : Just like Red Drakes, Lanun's 'water-walking' stack, consists of melees, bucaneers and adepts, did not move anywhere after they entered a water tile. They did not attack the former their own city right next to them either.
about Elohim's Epic Destiny : I know the obsolete Purity counter thing was replaced by Abbey recently. In my opinion, Devout's two sealing rituals(for Bradelines's well and Broken sepulture) would also be a candidate if possible. Or replacing '30 monks' which is a little bit dull...?