ZEPHON
Colonizers - no loyalty penalty for the number of cities (updated for P&I)
18 条留言
swat  [作者] 11 月 15 日 上午 8:09 
OK, I just subscribed to my own mod and it works fine when downloaded from the workshop.
swat  [作者] 11 月 15 日 上午 7:35 
I updated the mod to include new leaders and some small changes that most likely are bug fixes on developer side.

Strangely enough the mod stopped loading on my machine, it is there in the menu but it is automatically disabled when I load the game. I copied the files to another folder and from there it works as expected so the files are fine.

Please tell me if it still works after the update on your side.
swat  [作者] 9 月 22 日 上午 2:01 
Yes. With exception of Emulated Mind.

> All factions start with double number of units (that means also an extra engineer).

This is so you can have a second city quite early.
CrazyDave 9 月 22 日 上午 1:07 
Is this mod intended to have 2 engineers a double vanilla units at the start?
swat  [作者] 7 月 7 日 上午 11:12 
That is interesting to hear it crashes in multi. I will try to think what could potentially create a desync here. I assume some sort of a desync would be most likely what happens.
RoseyOmega 7 月 7 日 上午 3:08 
thanks for the info though, i was trying to look at it like gladius and was looking for world files
RoseyOmega 7 月 7 日 上午 3:06 
only in multi as far as i know, my single player game got to turn 150 with no problem
swat  [作者] 7 月 7 日 上午 1:42 
The parameter is part of Headquarters. Data\World\Buildings\Headquarters.xml
<cityLoyaltyUpkeep base="0"/>

Changing only this will remove any benefit from the special trait of Untold Prophet but I guess if you want to play it safe and otherwise it crashes then it is worth a try.

Does it crash only in multi or also in single player?
RoseyOmega 7 月 6 日 下午 9:05 
Your mod is perfect for me and my buddy, but is there any chance you can share how you changed the loyalty for cities alone? we only run this mod, and seem to crash about turn 50 or so if we are running only this mod. so I would appreciate a way to just change the loyalty and nothing else.
swat  [作者] 6 月 28 日 上午 7:00 
Updated, have fun everyone.
swat  [作者] 6 月 28 日 上午 4:39 
"Market Defluctuation does not work with saved games."

Yup, I found it... should be fixed today.
swat  [作者] 6 月 28 日 上午 4:33 
To quote from ZEPHON EXTENDED mod description: This mod Overhaul almost every aspect of the game such as Buildings,
Units, Resources, Cost & Upkeep to make gameplay more enjoyable and rewarding. Scroll down to see more info about this mod."

So that will in most cases clash with any other mod.
swat  [作者] 6 月 21 日 上午 9:37 
I will check it. I am finishing a campaign in Age of Wonders 4 and wanted to get back to ZEPHON after that.
safarijon 6 月 20 日 下午 5:36 
I consider this mod essential on maxed maps. Fantastic! One curiosity to it: it cancels the market discount tech at the store. Market Defluctuation does not work with saved games.
⋆°無音歌°⋆ 6 月 17 日 下午 5:58 
So to follow up on what Homer Pimpson has stated. I too experienced the same issue, but only on my second session. The difference being I added another mod called Zephon Expanded. The first time I use your mod I had no issues.
swat  [作者] 4 月 3 日 上午 2:17 
Great! First bug report! Which leader where you playing as? Obviously if it was always gone I would notice it before. I did move engineer tech to a different tier - do you have this blank line on tier 2 of tech tree or where they were before?

Thanks for the report.
Homer Pimpson 3 月 29 日 上午 12:27 
Just want ot point out that this mod completely remove engineers from the gameplay, at least for me, meaning I can not build anymore cities after the first two I am given nor do any quests requiring engineers. I thought i would tell you this.

The techtree where the engineers are supposed to be are replaced with a blank slate and a questionmark.
akayoshi1 2 月 20 日 下午 6:05 
1st