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Second likely possibility, are you using Rising Tide? New Horizons is only for base Beyond Earth. But Echoes of Earth is designed for Rising Tide and has more features.
Peter, do you recall if you double enabled the mod? If the mod isn't double enabled a chunk of code can produce behavior where it deletes every single unit as soon as it is created.
Wildcody, by upgrades do you mean unit promotions? Do you have a screenshot? That will likely communicate the issue more easily than words.
Did the October patch break this mod? I was using two 'visually distinctive' mods, the unlimited alien experience mod with it.
Let me try it a bit without any other mods and get back to you
How about changing the debuff promotion to below 100%? Trying to compensate AI while nerfing ranged units.
Also, +1 range when not moving is redundant. Just like the "Setup" for siege units (why don't Firaxis change it to "cost 2 movement for initial attack? So we don't have to setup everytime.).
Essentially the design for rangers comes down to making them play differently from Artillery and finding ways to nerf ranged units other than having low combat strength. Ranged units have so many inherent advantages:
1) better able focus fire
2) don't take damage when attacking
3) better able to run away from a bad fight
4) successful attacks don't move them on to more dangerous tiles
I needed a way to make armies composed of 90-100% rangers unable to accomplish certain tasks.
One approach I tried (but did not ultimately release) had rangers function like the Lev Tank does, where they had base 1 range but got +1 range when not moving.
Just a question, not to be rude. Why would you make such decision? It completely ruins the AI.
You should consider changing colonist choices, artists is very OP with these low-culture changes you proposed.
Shadowx2k, which other mod was causing the conflict? I want to put a list of "known conflict" mods so people can avoid crashing out of a 200+ turn game.
DeadMarine, it sounds like some of those mods are going to overlap with New Horizons (city combat rebalance, weaker siege worms, extra siege range) but those conflicts wouldn't likely produce a crash. Can you send me the save file (say by civFanatics forum or a dropbox link here)?
Midgame technology reveals map
Enhanced Covert Ops
Advanced Explorer
Alien Strains
By Land and Sea - Ocean Colonies
Asteroid Refinery
City Airlift
City Combat Rebalance
Weaker Alien Siege Worm
Awesome Sponsors – Overhaul
Awesome Loadout
Awesome Stations
Awesome Pods and Artifacts
Awesome Wonders - Overhaul
SiegeRangePlus
3 Units Per Tile
I'm using the latest verson of your mod...It gave me an update when I log on this morning. I expernce the crash on the A.I turn
The military update was huge and with any large change there is a greater risk of bugs happening. With your help I want to track down what was causing the crashing so I can improve the stability of the mod for everyone.
A 100% effective work around is to enable the mods you want to use twice. Do the following:
1) Enable all the mods you want to use, click next (it will say "configuring game data" for a bit).
2) Once it is done configuring it will ask you to setup a game or load a game, instead click back.
3) You'll be back at the enable mod menu again, click next and let it configure a second time.
4) Once it is done configuring a second time, setup a game or load your previous game.
Are these instructions understandable? I feel a short video or picture would be better and can put one together if the text is confusing.