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Decided to try this mod again and discovered yet another glitch it which for some reason not long after settling the 2nd city ,the base food yield in that city shrinks down by 1 food a turn all the way to zero even if you settle on flat terrain.
(However in this case i did settle on flat terrain without removing the forest prior and it happened, but if lets say that is what triggers the glitch in the first place why should you have to remove said terrain feature in the first place; When all the official Civ's don't even have to worry about that , because by design the game removes said terrain features by default when settling cities on said terrain. !)
I'm not sure if you even plan on "developing" this mod anymore but i found 2 more problems
1:The Granary no longer provides it''s +1 food bonus to the "Dear, Wheat or Bananna" tiles.
2: I'm fairly sure the "Landed Elite's" +2 base food is also absorbed into the glitch , while the +10% Remaining Food still works as intended.
The only mods I was using were the "Really Advanced Setup", "In Game Editor", and "The Lanna Kingdom" mostly just to test things out.
Possibly, Lanna is actually my only mod that has had consistent problems, which is weird considering it's one of my oldest mods.
You'd think my later mods would be more complex/have more issues but no.
I'll test that if I have time.
That's a little bit strange then, I've tested it and I am getting +2 food like it should.
Load up a new map with all the mods you used and see if it works. If you get the +2 food then it will have been a random glitch, but if the problem still persists, it might be a mod conflict.
Hmm, strange, I'll investigate that, thanks for notifying me
Next week I'm going to extend support for cultural diversity to all my mods.
But hey, still good news
I regret to inform people that the Protectorate of England is unlikely to be released this weekend, we're in the very final stages of the mod, but it seems to crash when you start a game.
So far the bug eludes us, but we've managed to fix other bugs along the way. As such a YNAEMP update is unlikely.
Thanks, I can't wait for a first-look at Andorra, and The Protectorate of England is looking magnificent I should admit. I'll check this weekend for the YNAEMP update, good luck with the next mods.
Haha, probably, I completely forgot about that, and I've been busy with other mods, but I should hopefully get some time to do it.
Also, here is a teaser for my next mod, the Protectorate of England! [imgur.com]
It should hopefully be released by the end of the week, and I've already got a decent portion of Andorra done, but I will hopefully add YNAEMP support sometime.
I hardly used Kaels guide at all, as I had davey to guide me. Aside from that, a good process for picking out the outdated parts is to compare a recent mod to parts of Kaels guide, and if they don't match then Kaels won't be as useful for whatever bit is outdated. Using a couple other mods as a reference is a really great idea, comparing them and then using common sense to pick out whatever lines of code you need or have to change.
In regards to finding people to help you, just post something to civ fanatics saying "I'm someone making mod X and I ned help with art, lua, etc.", the language you use doesn't matter that much, but I really do recommend finding one or two people to help you.
The main tip I have is to find people to help and support you. Obviously I'm still new to modding and have little skill with art programs, so I asked a couple of modders with those skills, who are mentioned above.
Alot of the art is being done by Viregel and Davey henninger, though I am attempting some myself, a couple of the icons in the protectorate will be mine.
Another great reason for getting people to help you is guidance. Davey pretty much guided me with everything needed to add a new civ, as a result I've been able to code more independently with my current projects, as XML coding is literally just subbing in "SAN_MARINO" or whatever into the lines of code where appropriate.
If you haven't already, refer to this guide every now and then
http://kael.civfanatics.net/files/ModdersGuide.pdf
Another tip would be to download a mod, open the XML files in notepad, and use that as a reference.
Yup, Andorran is coming soon, aswell as the English protectorate
http://imgur.com/v2R7StP
Courtesy of Viregel
Well, mods always require testing for balance, so we'll see.
It also depends on how possible it is to code. I'm still very much a novice, and though the extra yields from great works is easy enough to code (other mods have similar abilities, so I should be able to adapt that code) I'll likely need outside help from the social policy thing.
How does this sound?
UA-"The Pareage" (alternatively it could be called "Co-prince rule")
+1 faith and tourism from great works, temples give a defensive boost. Gain a free social policy when you complete a social policy tree. (Owing to the stability of the state due to it's constitution, the Pareage itself)
UB-"Spa" replacing perhaps either the zoo or stadium, whichever is more historically accurate. "+25% tourism and yields 4 happiness instead of 2"
UU-"sometent" replacing riflemen, is dirt cheap (like, half production cost) and gains the altitude training promotion, but is slightly weaker"
How does that sound?
I'm not too sure about a single national wonder, but a hotel replacement like a generic Spa sounds quite feasible.
I also like the idea of the Sometent, though people generally want a promotion that stays on, but then again it might not be needed.
Regarding a UA, if Andorra is tourism based, then it might be better to make it a tourism based UA, so that it syncs with the UB more. A military/faith/tourism would be quite difficult to achieve (I'd like to include some kind of defensive bonus though, as it was a buffer state originally). With that in mind, what exactly does co-prince rule bring to Andorra in terms of prosperity or social stability?
Thanks alot! I'm glad you enjoyed it!
Regarding Andorra and Bhutan, I probably won't start those for awhile (my next mod will be the English Commonwealth, and possibly the Olmecs after) but if you have some ideas I'd love to hear them.
For Bhutan I'm thinking of a happiness UA, due to the "Gross National happiness" they use to measure their nation's progress (as opposed to GDP), and for Andorra, something to do with the Co-prince rule they have going on, but I'm at a loss at what unique ability that would give the principality. I'm also at a loss at what kind of unique unit they'd have, or even their leaders! (Bhutan seems to have some significant leaders, but I can barely find any significant Andorran rulers)
What mods are you using to get those resources?
No, it was a complete separate kingdom that was at one time a major rival to Siam, but was eventually absorbed by Siam in the late 1800s.
Read the civilopedias for more information
It seems to be working fine, so the problem is probably client-side.
In what way is it "not working", does the download page simply not load up, or does the download not start etc.?