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- Added icons for the "Alt"-key resource toggle menue for the new workable good system for honey and wax which were missing for them on the map.
It's an early wax bonus for perfect placement. The Apiary is the one which reliably produces at least 1 wax.
...
To ensure playability of savegames, Millenia saves the loaded scripts in your savegame. As such you likely need to play a new run for the changes to take effect.
If you just wait 1-2 days you can do so with the united mod which combines Call of the Steppes and Salts and Soaps. As such just finish your current run.
- Removed the distance rule from the bee group buildings as this old bugfix is now redundant
- Replaced the ugly PT-Farm wheat structure with the WorkableGoods structure from DLC 2 for Beekeeper and Apiary Garden
- Fixed the Advanced Start overlay bug already addressed in Call of the Steppes
This is the definitive final version of this mod. Outside of bug fixes nothing will be added. Any future additions would be as part of the united mod planned to be released in the next 2 days.
- Added missing string for ROCKSALT_HILLS
- Due to the games inherent "behavior" to grab a random list of tile requirement resources to spawn near players as starting help it did grab some "invisible" ones. The game now makes all resources visible turn 1 to ensure if it grabs invisible resources from the Hide Resources submod, they appear correctly on map
- Rebalanced Cocoa to also spawn in the swamps the river submod creates to ensure more diversity in jungles and more chances to spawn cocoa.
- Removed global overlays from appearing in newly created settlement building lists, but they won't respawn on destruction (doesn't matter, this mod doesn't use the event address system)
- "Friendly" talked to the game's forester to ensure they properly seed Ironwood into jungles and deep forests now and increase river chocolate trees for jungles
- Removed Herobrine
You should now see more resources in Deep Forest and Jungle which got lost between an interim testbuild and a later live build, turning Jungles much more attractive for outpost absorption or Siege Master logging outposts.
I don't like patchwork solutions, if I fix it I do it properly.
The only difference is the settling action doesn't clear it on the tile. This is the entity which is used to target any non mountain land tile with events, even empty unclaimed lands.
Removing it means the tile you are on wouldn't be able to be targeted when your city gets destroyed through razing for global layer events.
In this game you can not target unclaimed tiles with local info without a radius ping, which if it overlaps map size triggers multiple times for an object. As such a radial ping is not useable for global pings with changing map sizes as it would need a fix radius to focus on.
To explain this in detail would go too deep into the mod features - or lack thereof - for Millenia.
To properly fix/implement it, I'd have to edit all types of settling/razing actions to respawn or destroy the overlay.
On the other hand, it doesnt tell me WHY it pops up in the building list.
Notably, this building does not exist in city starts.
Both "ShallowWater" and "DeepWater" are already allowed as tags. It has to be coastal though.
- Added an alternating button to the government domain which allows everyone to "hide" or "show" all those pesky resources.
Just note that this works like the prospector or cultivator. It kicks out all your workers by respawning a new tile entity for the citymap. As such each time you hide and show resources, you will have to reapply your workers to them. And no "locking" them doesn't change much, unless you hope this helps the automated system to refill them when you press end turn.
Further the game on a huge map has thousands of resources on the map, even if you don't see them. The entire process on big maps for mediocre PCs takes 10-12 seconds. Remember that. Limit it for nice screenshots or to assess a situation.
In theory I can mod in a button to "hide" resources, which is just a trick to switch one maptile with another doing the exact same but without a graphic icon to display. Then all would be hidden. This of course would lag for a few seconds despawning all map icons.
Fine... I'll think about implementing a button for you.
- Removed "submerged" tribal camps after a lake has formed near a river, creating a funny Atlantis situation
- Increased chance for sugar to spawn in swamps and reduced beavers in return
- Increased chance for cocoa to spawn in river jungles
- Increased chance for gold to spawn in river hills
- Lowered chance for game to spawn in fertilized former desert plains but increased spices in return