davidlallen
Deity
Version 9 is released on August 22, 2008. Please put feedback for this version or any newer version in this thread.
David, there's always a 'runtime' text document and 'unitcount' csv file when I run your mod. I reckon the mod creates and needs these files for keeping tabs on units, but is it possible to let those files be generated within the mod itself instead of in the C:\ drive?
Won a Capitol victory as New Australia, at my usual level, Noble. Only the Aquarians founded another capitol, although this could be mostly because I refused to trade Diplomacy with anyone. The Aquarians didn't seem that aggressive about countering the spread of my capitol's advocates, though.
I'm going to start another game as Peter, shoot for something a bit more warmongering.
Does it seem easier or harder than the previous version? Because Christoper gets advocates for half cost, it may be easier to get the capitol victory.
Brandy AI is certainly weird. She did that in every game i played since 0.7 (not always to me). And right now she is somewhere across continent (i didn't even know exactly where, before i got city visibility from Vassal) and she does not even like me... Gandhi AI i a guessing... He can be a PITA about demanding/asking stuff as well....
Brandy AI is certainly weird. She did that in every game i played since 0.7 (not allways to me). And right now she is somewhere across continent (i didn't even know exactly where, before i got city visibility from Vassal) and she does not even like me... Gandhi AI i a guesing... He can be a PITA about demanding/asking stuff as well....
Is there any play where I can learn how to change the info on the leaders, what they say, their names and most importantly their city names?
Plus, for a person with almost no graphic skills, how hard is it to create the flags? Any wiki or cheat sheet on this?
That and I want to change the Aquarian's info. As a neo-pagan, I tend to hate it when non-neo-pagans try to do people like her up as they tend to over-state certain believes or understate others. Although I like how she's imperialistic since this can make sense.
It was actually a bit too easy. The Industrious half of his traits also meant I could, by aiming for Diplomacy from turn 1 and not trading it (or its prereqs, for that matter) get the first Capitol.
* The new pillaging animals are great. [...] I hope the AI does know...
* I noticed a very stupid AI behaviour on workers - i snagged 7 in 100 turns
* Roaming Horses should pop at random (and possible more than once) when entering the plot.
* Popped Small Arms from the hut... It would have been 32 turns worth of research at that point. Doesn't seem right... Leaning to think, that no tech's should be popped from Hut's at all. Maybe replace by "Knowledge of a elder living in the Survivor Village helped our researchers" (Converted into somefor the current tech.)
* Forests should be good for something (I think i might have moaned about this before - sorry if i am repeating it...) No Chop-is fine. But... Maybe +1
on the plot from working them (as per normal game) or/and possible "Hunters Lodge" improvements...
* Cities "Accidentally" built on oil make the ressource invalid ? Or will that pop trucks ? Maybe a building, that can pop a truck ? Availably only if the city is actually on the oil ?
* How does animal spawn wark ? My impression is - there is a few turns nothing, then on the same turn a lot of them do pop everywhere... Then again a few turns nothing...
Fast feedback from first game of version 09:
Some of the leaderhead art could stand to be improved, but it's coming along. The new leaderhead background images are really great. They enhance the thematic feel. /clap
got two cargo trucks (nice!), but the civilpedia entry on the bonus they give could be more specific. I feel like I essentially wasted one of them (food truck), and the other while good I should have used elsewhere (medic truck).
The horse icon is rather unhorse-like. What is that really a picture of? [...] I am confused by wild horses. I thought if you attacked them and won you captured wild horses. These could then be relocated and dropped somewhere within your borders to create a horse resource node. Instead, they just died when I attacked them or defended against them. What is their purpose? Are they just another barbarian creature spawn like any other?
why no commerce bonus (1 coin) for plots along river edge? I don't think this is new, but something I noticed especially today as I had good river access in most cities
I will check using these tools.You may be able to tell how it works if you turn on the "full view" (ctrl-z) before your first turn, on a tiny map. Also the key alt-c produces a one line message with some statistics. At the end of each turn, the code counts how many animals are present. Then it counts how many unowned squares there are and divides by iUnownedTilesPerGameAnimal (GameInfo/CIV4HandicapInfos.xml); this gives the "desired" number of animals. If there are too few animals, they are added. So at the end of turn 1, a full set of animals spawn. Thereafter, in each turn when animals are killed, a few more animals are spawned. So except for the first turn, there should be no "bursts" of animal production.