Millennia

Millennia

Unity
18 Comments
Thamalandis  [author] 30 Jul @ 1:39pm 
The recent fix to action cards would allow to retransition the game loop system back to the entities themselves and to reintroduce local custom tooltips to give players direct feedback.

However, doing so while the fix is only on the Beta Branch would undoubtedly lead to some people "missing" this fact and then complaining about a broken mod playing on the live branch. Until this patch goes live, I will likely not retransition this mod away from the game loop system.
Thamalandis  [author] 16 Jun @ 5:26am 
I know German myself, but I am indeed not interested in writing translations for all types of languages.

If you want to create submods with translations for the strings, go ahead. Since other language files are in other subfolders to detect the need to load them, there should be no "mod load priority" issue between them.
Annihilat0r 16 Jun @ 5:05am 
This mod is great! I can offer to translate it to German for you. There is a decent 4x community over here. Let me know if you are interested.
madpluck 29 May @ 7:35am 
It's been a while since I've played Millennia, and although I'm sad that the game hasn't received much official attention in the last six months, I am so glad I found this mod! The additional map interactions and production chains are really thoughtful and interesting, and this mod by itself is breathing a lot of needed life into the game!
eternalnoob 20 May @ 6:53pm 
I'm truly sorry. I did not intend to offend you. I try to be light-hearted about things. In this case I was serious that you were correct in identifying the problem and that you know a lot more about this than I do. Again I'm deeply sorry to have offended you.
Thamalandis  [author] 7 May @ 5:50pm 
You don't need to try to be smug about your own position. People can easily see both the Reindeer good exploited by the Hunting Group as well as the Game exploited by the Hunting Group in the preview images above.

So can you. Your issue is based on your configuration, which may include some other mods, especially those spawning goods on other biomes.
eternalnoob 7 May @ 5:44pm 
You must be right and I bow to your wisdom.
Thamalandis  [author] 7 May @ 5:28pm 
I used and tested this mod several times. You are not supposed to use the Hunters Camp as it is not the original hunters camp (seen by the new image I made). I overwrote the original camp with the forest hunter and made a new Scrubland/Tundra camp "Hunting Group".

I have the inkling feeling you use some other mod messing with the original hunter building which causes your issues.

It's not exactly hard to bugtest an Age 1 building which costs 6 IP with startbonuses of 10 IP to know it works perfectly.

There is zero bug here.
eternalnoob 7 May @ 4:10pm 
I think you are confusing the Hunters Camp which was an original Millennia improvement to exploit Scrub with the Hunting Camp which is a part of your very good mod and is intended to exploit Forest. At the moment it is not possible to exploit Game in the early Ages.
Thamalandis  [author] 7 May @ 7:26am 
You seem to only use the lower left full improvement screen, not the "on tile info" for buildings. As such you didn't even notice the other buildings you can build. You should always use the context builder on the tile. This makes it far easier to see such things as its pre-filtered for you.
Thamalandis  [author] 7 May @ 7:21am 
There is a "Hunting Group" building which is made for doing so. Both Scrubland and now even Tundra.
eternalnoob 7 May @ 12:41am 
"This sounds as if you build the forest hunter camp on a scrubland good. Which of course one should not do."
But this has always been how one has exploited Game to get meat and bone goods. Now it can't be done until Nomad Camps become available, which removes a key early resource if one starts off in a scrub heavy area.
Thamalandis  [author] 4 May @ 9:18pm 
Patch 1.0.11

- Added Reindeer to Tundra to make hunting there worthwhile
Thamalandis  [author] 4 May @ 7:14pm 
Patch 1.0.1

- Removed the last inherited tag allowing forest hunters to be build on hunting goods. This prevents accidental situations where one hut has to be destroyed to build the upgrade.
- Updated the glacial layer script to optimize it for non-continental maps. You can now play "Inland Oceans" without taking a bathroom break inbetween turns.
- Allowed hunting groups and its upgrade on Tundra, why not.
Thamalandis  [author] 4 May @ 6:29pm 
This sounds as if you build the forest hunter camp on a scrubland good. Which of course one should not do. I'll add an enforced tag separation to avoid the very small chance of this even happening.

To fix this you just delete the hunting camp and build the improvement allowed there directly of course.
eternalnoob 4 May @ 6:22pm 
Looking at it again; it seems to want to upgrade to a Trapper's Camp, but the only available upgrade is a Nomad's Camp - it's a scrub tile with game.
eternalnoob 4 May @ 5:46pm 
I've found that my hunters' camps will not upgrade - the green arrow is showing and I have sufficient IPs, but clicking the arrow does nothing.
Thamalandis  [author] 28 Apr @ 9:21pm 
As always, report bugs or weird issues. The turn restarting on your army in your capital (if not full) despite telling it to guard is not a bug. This is the camera refocusing on your capital to avoid the maintenance script showing AI locations.