There are no defined unitclass_upgrades for any of the Marian units
There are no defined unitclass_upgrades for any of the Marian units
Bummer. Thanks for letting me know. Will be fixed in next update.
Speaking of upgrades, I noticed gold production is way out of control but I like that! So what I'm going to do to counter it will be a dramatic increase in upgrading your units. Experience is priceless and you'll pay handsomely to upgrade those experienced veteran units, want you? I'm thinking of upgrade costs in the multiple hundreds even thousands for end-game units.I'm also going to look into increasing the price for purchasing buildings.
Marian Reforms were 107bc, so it looks like you're ahead by 70 to 100 turns technologically.
Hmmm. Game just crashed while playing on a random map. As usual, database.log shows absolutely nothing.
I'll see if I can clean up eras.
Yeah, I see what you're talking about on all the eras labeled as ID#3. Geez. Thank you for letting me know.
Now, how do you get that expanded database.log with all the additional info?
Okay, so Eras should now be nice and clean. I used the <update> approach instead of the <delete> and recreate approach.
Thanks again Whoward69 for pointing that out.
As I fill an entire column on the tech tree of new units and buildings, I will release a new update.
Stymied! Started a new V1 HC game and barbarians locked down the peninsula with camps on the NW and NE single hex mountain passes. The lack of the extra 15/30 gold freebie rewards for exploring the world changed up my strategy quite a bit.
By the way, Carthage showed up sometime around turn 120 or so with a massive invasion. I was able to fend them, but the cost was a general slowdown of the empire expansion (by settlers) since I needed to focus on defense. After fighting them up, Carthage basically left me alone for another 50+ turns despite being at war --- took forever to come to a reasonable Peace agreement (that cost me 200+) gold.
That Punic war also meant I have not yet started gobbling up the city states. *sigh* On the plus side, I now have some experienced units.
One more point/question.
If a Scout ends their turn within range of a barbarian, they've just committed suicide. Is that intentional? Seems to always be the case, as any barbarian unit (even a level 1 with just 1 red health point left) always wins, even if the Scout is fully healthy and behind a river.
Nope, scouts can usually withstand an attack if they are on hills, in forest, or the other side of a river. Standard scouts are strength 4, SPQR scouts are strength 1 - hence why they are being wiped out.
@Kruelgor --- Did you implement the Open Terrain bonus for Roman units yet? Looking at the units/promtions.xml file, I see the 50% attack/defense penalty on forested hexes, but haven't seen a bonus for grasslands/plains.
Oh ok, yeah. True, good point. Level I warrior units only have strength of 2, Level II strength at 3, etc.. so that's the reason why scouts are at 1.
The non-playable Barbs are starting off with Level III units and that's why they're able to kill the puny scouts so easily which is realistic. Going off into the wilderness on the wild frontier with just a wooden staff and you're probably not going to last long.
The Franks are pretty far northward and trapped from crossing the Rhine. Probably don't have to worry about them. Much much later the Franks will be able to cross the rhine with units that are automatically given the embarkment promotion. When the Gods and Kings add-on is released the Barbarian units will be given the ability to cross mountains. The Alemanni are the closest barbarian civ to your north-east.
I like making it a really REALLY tough challenge. Therefore, only very few buildings will be purchasable. The concept of instantly building up a new city is gone. This will put more importance on your core cities. The main purpose of gold will be for maintenance, purchasing auxilias, and upgrading units. I may increase the price for maintenance.
In the next update, the only purchasable structures will be:
Proconsul
Slave Camp
Slave Magistrate
Courthouse
Slave Market - Highly expensive to purchase, but allows internal Slave Production, Slave Wealth, and Slave Entertainment.
Tax Collection - virtually free to build or purchase. Creates unhappiness.
There may be more purchasable structures in future updates.
Are you able to create new types of resources?
Ok. You asked me yesterday if i could found out something about the Balearic islands(Mallorca) and i remember that they where famous for their slinger mecenary soldiers. Then I came up with this idea that if you could made this resource called "Balearic stone" with, say the amount of 5. Then make a Balearic slinger unit(just rename the Incan ones) and have it require the "Baleairc stone" resource so whoever controles the resource can recruit the unit. This could be copied to a Cretan Archer unit. Both where used by various armies in ancient times.
Last edited by MAHak; 04-18-2012 at 09:20 PM.
While I was in Modbuddy it crashed on me, I repackaged, and noticed immediately afterwards it corrupted my game files. So my problem is not the game, but it's ModBuddy. This is a consistent ongoing problem for me.
I'm getting close to doing a complete windows reinstall.
I had a ModBuddy problem of my own some times ago. I was making a Scandinavia 1500-1750 mod. Then i didnt use it for months and when i tried to open Modbuddy it just crashed, i re-installed it and it keep on crashing when i opened it. Somebody ought to sue Firaxis for selling us a broke product.
I'm going to do something a bit risky later today, I'm going to wipe out my computer with yet another Windows reinstall. Hopefully the saved files I uploaded online I will be able to retrieve those and continue working on the project.
Rut-ro. Hope you have fantastic backups. Or better yet off-box source control.
Call me naive, but how will re-installing Windows fix a ModBuddy corruption problem? I have not yet tried anything large scale, so I might be just plain ignorant.
If re-installing the O/S does help, maybe a better way to go would be to also install Steam/Civ5/SDK in a virtual environment. Playing would suck, but developing should not assuming your local box is beefy enough --- and it should be since you're comfortably playing Civ5. ;P You could still build packages in the virtual, but play/test in the physical.
I myself use bitbucket. Works great with TortoiseHg and hard to beat the price, free!
I have had great results with VirtualBox, despite the fact the Oracle now "owns" that open source project. It is free too.If re-installing the O/S does help, maybe a better way to go would be to also install Steam/Civ5/SDK in a virtual environment.
Minor cosmetic bug: Appears that all units except the Equites I and Equites II are capitalized lowercase words. Equites, both I and II, are in all caps.
Here is the snippet from GameText.xml:
Code:<Row Tag="TXT_KEY_UNIT_EQUITESI"> <Text>EQUITES (I)</Text> </Row> <Row Tag="TXT_KEY_UNIT_EQUITESII"> <Text>EQUITES (II)</Text> </Row>
Having a cosmetic bug myself to, My cites disaperas and only the name and tag is visable, think it is the proconsul structure that makes them disapera.
I'm having other windows problems than just modbuddy, first I'm doing a reinstall of Visual Studio 2010 shell. That will determine if I do a windows reinstall or not.