Millennia

Millennia

Call of the Steppes
13 条留言
Thamalandis  [作者] 5 月 4 日 下午 7:11 
1.1.1

- Optimized the layer system to not slow down glacial maps. This means non continental maps don't take 10+ seconds per turn anymore. You are free to play "Inland Oceans" now.
Thamalandis  [作者] 4 月 27 日 下午 12:52 
Hotfix 1.1.01

- Updated the maintenance cycle to skip towns due to outposts ravaging all overlays near them and causing them to go up in flames

Warning:

If you use the previous CotS, do not absorb outposts until the maintenance script has repopulated the destroyed overlays one turn later. Outposts absorbed in the same turn may be destroyed by the cleanup script being a bit overzealous. This warning only relates to Version 1.1 and is fixed with this patch.
Thamalandis  [作者] 4 月 26 日 下午 12:04 
Patch 1.1B

- Replaced pseudo-static production chains for basic workable goods introduced in DLC 2
- Added Warhorses and Workhorses to replace the placeholders of the Horsebreeder with new adjacency effects and rules
- Replaced the placeholder clothing for the Leatherworker with actual leather clothes
- Added XP bonuses to buildings of their type (Diplo for Lunarium, Explo for Hunting Lodge etc.)
- Added Infopedia entries for improvements with dynamic behavior in the GCS
- Fixed Leatherworker locked to Iron Age

- Removed Herobrine
Thamalandis  [作者] 4 月 26 日 下午 12:03 
Patch 1.1A

- Fixed broken Active Cards by moving to Game Cycle System
- Removed Distance Rules From Improvements Due To Help from the new GCS against supercharging
- Implemented the Global Overlay Address System for an even better Horsebreeder script
- Added the Limeburner improvement producing Quicklime from Limestone with Quarry Adjacency Bonus
- Added Mechanized Quarry to fill the hole between Quarry and Blast Quarry for the new Limeburner which scales with quarry tech as well
- Added Quicklime and Clinker as goods
- Removed the IP bonus from the Lunarium as it was left to simulate Quicklime production which is now separate
Thamalandis  [作者] 4 月 3 日 下午 2:50 
The reason for the vanishing tooltip on buildings on loadup is a critical bug in the loading algorhytm of Millenia, or rather lack of mod support for said loading algorhytm. It doesn't reload the modparts like Action Cards. This means all "in turn" scripts break for pre-load improvements.

I don't want to force any of you to play one game turn 1 to turn 500 in one sitting to avoid this issue, as such you are free to consider this mod unuseable if C-Prompt never fixes this.

I tried...
Thamalandis  [作者] 2024 年 12 月 10 日 下午 11:16 
To ensure the forest hunters are being viable and not a burden for city-planning, they now provide a LumberTownBonus in contrast to the vanilla version of the game.
Thamalandis  [作者] 2024 年 12 月 9 日 上午 9:52 
The mod has been updated with a fix for the beavers and a balance update regarding them as well. This lead to two new buildings, effectively a separate line for forests hunts and unlike the basegame unlocks hunting in forests regardless if beavers are present as a bonus..
Thamalandis  [作者] 2024 年 12 月 7 日 上午 10:54 
I'll find a solution. Thanks for notifying me.
caranorn 2024 年 12 月 7 日 上午 9:56 
This mod does not seem to work correctly with the current edition of the open beta. Which in and of itself is not an issue, but as the concerned changes will probably be rolled into the regular game this indicates an update will be needed soon. The issue is that in the beta you have some new resources including beavers which are on forest terrain, you can build hunting camps on these. But as this mod has nomad camp as an update of hunting camp, and nomad camps cannot be built on forest terrain, once you gain the technology that upgrades that you can no longer build hunting camps or nomad camps on beaver terrain, not upgrade (I noticed that first, but did not realise it would be an issue right away). Either nomad camps will have to be build able on beaver goods (might be too powerful), or look into the upgrade path. But I haven't looked at modding Millenia yet, so not sure what is possible and what isn't. To note, I do like this mod as it adds a lot of possibilities in some areas.
Thamalandis  [作者] 2024 年 11 月 21 日 下午 2:59 
It doesn't interact with them. All buildings are so early they don't even play into the waste system. The horsebreeder could produce waste, but in its current balance waste is free production and the horsebreeder is powerful enough on its own.
Pareod 2024 年 11 月 21 日 下午 2:50 
Hey, how does this pair with all the dlc?
Thamalandis  [作者] 2024 年 10 月 5 日 下午 7:02 
This stems from how it is applied. It is a one time bonus, not a per turn recalculation like the lodge or horsebreeder.

I could set it to torch and reset each turn, which would reapply the text. Basically you'd set the duration to 1 turn instead of infinite.

It would be bad programming to cause needless overhead each turn in recalculating all improvements of this type, but it would fix the bug.

If there ever is a need to repackage this mod I might add a fix for it, until then it should be fine.
O_Austria_W 2024 年 10 月 3 日 上午 2:18 
A small bug I found (only visual)
The text for the river bonus disapears on all improvements, which have been built before you continue the game.
The bonus is still active, but the text is not there.