Pharaoh & Cleopatra [GOG & Steam]

Upload your cheat tables here (No requests)
Post Reply
User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Sat Nov 02, 2019 1:59 am

Table Dev for Pharaoh and Cleopatra - Gog & Steam.

In case of crash, broken functions, suggestions, improvements, cold_coffe, good news about globalwarming please report!
Oh and if you can dont forget to support Fearless forum :)

Update v0.12:

:arrow: Freeze request time (gold/goods)
:arrow: Validation on clic for request (gold/goods)

What the table already do (Show faq for details):

- (+)Houses Fill Goods
-- NoManor
-- *8 triggers for deactivate functionality each products/visitors type*
- Houses Unlock Evolution
- Houses Unlock Desirability
- Bazaars Fill
-- *5 triggers for each Bazaar Fill products type*
- God Happy
- Army Fast Recruting
- Army GodMod (DEV)
- Buildings - Autofill (with) Workers
- Buildings - Raw & Goods filled
- Buildings - Instant Productions
- Unlock Builds
- Unlock Storages Yards
- Unlock Citys for Trading
- Requests - Freeze Count Down
- Requests - Validation
= Building Menu
-- *Long list of buildings pointers*
= Gods Activate Menu
-- *5 Pointer to activate each gods*
= Ratings Overseer
-- Open Play (No Win/Lose)
-- Culture Fill Goal
-- Prosperity Fill Goal
-- Kingdom Fill Goal
-- Monument Fill Goal
-- Population Fill Goal
-- Houses Fill Goal
= Floods settings Pointers
-- *3 pointers for different aspects of flooding*
# CompactDisk table
To do listShow
Major to do list:
Nothing Major left.

Minor to do list:
- Immortal Army (50%)
- Request of Kingdom (need Army)
- Houses information popup dont care of desirability level when unlock trigger is activated.
- Restore footprint to Farms and Claypit's
- Make City's unlock icon's updated//make effective unlock all trades goods.

Seem not possible
-Make granary unlocks for more of 4 differents foods
Explanations about TableShow
Trigger nameImplement/modification
:arrow: - Houses Fill Goods v0.1
This trigger fill and cover houses needs, like foods, goods and visitors, and neutralise risks [consult the details for the full list].
Some scenario or mission come with limitations who may restrict the possibility of evolution in this case some coverage, dont be counted. For remove that limitation use the "Houses Unlock Evolution" trigger.
:!: You can expend and collapse the Menu.
Details of Houses Fill GoodsShow

(Disactivable filling signaled by * )
-Foods*
Meat
Fish
Fig
Pomegrante
Chickpeas
Lettuce
Meat
Grain

-Goods*
Beer
Potery
Linnen
Luxury*

-Religious*
Temple visitor for the 5 Gods

-Entertainment*
Jungling
Musician
Dancer
Senet

-Education*
Scribe
Librarian

-Administration*
Tax Col.
Juge

-Healthcare*
Water
Physician
Dentist
Apothecary
Embalmer

-Risks neutralised*
Fire
Crime
Malaria
Disease
:arrow: -- NoManor v0.1
This trigger volontary limite the houses evolution to "Fancy Residence" because if you dont use "Buildings - Autofill (with) Workers " your houses may have a fast evolution and once a house become manor, or more, is habitants become bourgeois and stop to be workers and your city will fall in a 'employees needed' blackhole who stop all the activity of you city!
:arrow: --*Dont fill * v0.10
8 *Dont fill * triggers to avoid filling fonctionality, on for each cathegory listed by a * in (Details of Houses Fill Goods)

:arrow: -- Houses Unlock Evolution v.0.6
Remove 3 majors limitation in houses evolution, requirement diversity of Luxury's, gods acces (priest visitors) and foods diversity.
This script shunt the limitation by applying lower house level requirement to all the other level.
If *NoManor* is activated the houssing level dont excede the "Fancy Residence" level.

:arrow:- Houses Unlock Desirability v0.6
Remove the desirability limitation and requirement in houses evolution.
This script shunt the limitation by applying lower level houses requirement to all the supperior level of evolution.
So if you build houses in the middle of a zone with really terrible desirability your houses may stuck or devolve, but globally that case will be uncommon, and a tiny enhancement may unlock the situation.
If *NoManor* is activated the houssing level dont excede the "Fancy Residence" level.

:arrow:- Bazaars Fill v0.9.3
This Bazaar trigger unlock 5 separates triggers to allow you to fix amount of products:
-- Bazaar Fill Foods
-- Bazaar Fill Beer
-- Bazaar Fill Potter
-- Bazaar Fill Linen
-- Bazaar Fill Lux
Each trigger fill to 700 units of specified product.
Bazzar Fill Foods fill to 700 all type of foods.
:!: activation of Houses Fill Goods, by pass usage of this trigger because houses are filled.
:!: Products are filled and distributed by bazaar walkers even if you validate "don't buy" in the bazar instruction menu.

:arrow:- God Happy v0.2 up 0.7 - 0.8.5
This trigger makes gods happy, fix fests far to 1 month.

:arrow:- Army Fast Recruting v0.4 up 0.5
Give to "Recruiter" a full stock of weapons and chariots, incrased the recruiting/formation to a quasi instant speed.

:arrow:- Army GodMod v0.9 up v0.9.2
:!: This fonction is in :!: DEVELOPPEMENT :!: and may evolve or change.
In this version your melee soldiers, archers, chariots and CartPusher are invulnerable to melee damage, it set enemy melee damage to 0 and your troops have their melee attacks maxed to 255.
Company Moral always stay "Very bold".
Warship regen their hull on sea melee battle.
Warship always stay "Rested".
:!: Missile from archers and enemy boats always damage your Ground units and Naval units.

:arrow:- Buildings - Autofill (with) Workers V0.3
This trigger, once the building be connect to a road fill your build full of worker, even with 0 Population.
Work for all the building who need worker, except for who need specifics visitors like towers, forts, monuments.

:arrow:- Buildings - Raw & Goods filled V0.4 up v0.9-0.9.2
Fill the 'storage' emplacement of buildings, who need goods, except for Monuments. [consult the details for the full list]
It make the "Fast product", of CompactDisk table, really more fast.
Details of buildings affected by Buildings - Raw & Goods filledShow

- Food and Farming
Cattle Ranch > 200 Straw

- Industrial Structures
Potter > 200 Clay
Brewery > 200 Barley
Jeweler > 200 Gem
Weaver > 200 Flax
BrickWorks > 200 Clay & 200 Straw
Shipwright > 200 Wood
Papyrus Maker > 200 Reeds raw
Lamp Maker > 200 Oil & 200 Pottery

- Construction Guilds
Carpenters Guild > 200 Woods
Artisan Guild > 200 paint & 200 clay

- Entertainment
Senet House > 200 Beer
Zoo > 200 Meat & 200 Straw

- Education
Scribal School > 200 Papyrus
Library > 500 Papyrus (Always need 500 Papyrus in stock for build.)

- Health and Sanitation
Mortuary > 200 Linen

- Military Structures
Weaponsmith > 200 Copper
Chariot Maker > 200 Wood

:arrow: Buildings - Instant Productions V0.5 up v0.8.3-4 - 0.9.1
Give Industies capacity to fabricate their product instantly, to "Raw Materials" Industries and Food Productions the capacity to send their cart-pucher instantly, Farm also produce out of the recolting seasons.
This fonction cover what 'Instant Production' of CompactDisk Table dont do.
Details of buildings affected by Buildings Instant ProductionsShow
-Food and Farming
Barley Farm > 800 Barley's
Flax Farm > 800 Flax
Grain Farm > 800 Grains & 800 Straws
Pomegranate Farm > 800 PomeGranates
Chickpea Farm > 800 Chickpeas
Lettuce Farm > 800 Lettuces
Fig Farm > 800 Figs
Henna Farm > 800 Henna

- Raw Materials
Reed Gatherer > 500 reeds
Wood Cutter > 500 wood
Fishing Wharf > 100 fish (this building dont have stokage only produce "Cart pusher")
Hunter Lodge > 500 game meat (effect similar to instant product)

:arrow: - Unlock Builds v0.8.1 up v0.8.2
Remove builds prohibitions, you can freely place buildings regardless of placement restriction like ground water "Groundwater", "Rocky area" classic and "Ore" version, "Meadow (Yellow Grass)" or "Close to water".
The footprints of Farms and Clay pits be always red but dont worry you can place it freely.
:!: Freely but not anywhere, classical restrictions stay valid for waters, swamps, rocks, overlaps etc..
Details of buildings affected by Unlock BuildsShow
- Food and Farming:
Grain Farm
Lettuce Farm
Chickpeas Farm
Pomegranates Farm
Fig Farm
Barley Farm
Flax Farm
Henna Farm

-Raw Materials
Clay Pit's
Plain Stone Quarry
Limestone Quarry
Granite Quarry
Sandstone Quarry
Gemstone Mine
GoldMine
Copper Mine

-Heath sanitation Structures
Well
Water Supply

-Municipal Structures
Village Palace
Town Palace
City Palace
Personal Mansion
Family Mansion
Dynasty Mansion
:arrow: Unlock Storages Yards v0.11 up 0.11.2
This trigger unlock storage yards to make usable all the all products not intended by mission / scenario.
:!: Only for "storage yards", i trying to unlock granaries but they bug, they are hardly coded by programmer to managing maximum 4 foods type no more. (technically storages information of type 5 and 6 are superposed to type 3 and 4)
It seem, ironically, bazaars are unlocked like storages yards and don't seem buggy...

:arrow: UnlockTrade > Allow you to open trade route with all city's. v0.11 up 0.11.2
Once active trigger, go on world map and now you can open trade route with place status "An egyptian city" and "A distant city".
Citys icones dont change, stay transparent, some place can have empty sale's and/or buy's lists.
The script change a city statut only when you clic on it.
:!: Once a city have be unlock the only way to restore is original statut is "replay mission" or reload a save before unlock.
:!: Seem not always working, some times allow trad with city without really trade with it some time you can trade.

:arrow: Requests - Freeze Count Down v0.12
This trigger will freeze the request count down for deben and goods request. (dont work for troop request)

:arrow: Requests - Validation v0.12
This script make the requests on "Political Overseer" become fillable, on clic, even if you dont have ressources neededs.
Works for deben, and goods request.
:!: Dont work for sending troops request.

:arrow: = Building Menu v0.7 up v0.7.1-3 v0.10
This is a list of pointers allow the player to "turn on" buildings in the "Full/wide control panel".
To use it put 1 in Value of the building you want, dont forget to active menu and submenu where is the building you need to build.
The list are respect the game menus and sub menus.
:!: There is 3 Monuments pointers, enter a value between 01 and ??, show Guilds are auto unlocked.
:!: If you build religious structures for a "unknow" God(s) in mission/scenario this dont activate the God(s).
:!: If you build "industries", "farming and food structures" their products can be inusables, because storage structures, or other structures, can be not allowed to manage it.
:!: Before build "industries" or "farming and food structures"watch what products are managed in "Storage yard" and "Granary".
Monuments pointers Values listShow

1 = Small Bent Pyramid
2 = Medium Bent Pyramid
3 = Small Mudbrick Pyramid
4 = Medium Mudbrick Pyramid
5 = Large Mudbrick Pyramid
6 = Mudbrick Pyramid Complex
7 = Grand Mudbrick Pyramid Complex
8 = Small Stepped Pyramid
9 = Medium Stepped Pyramid
10 = Large Stepped Pyramid
11 = Stepped Pyramid Complex
12 = Grand Stepped Pyramid Complex
13 = Small Pyramid
14 = Medium Pyramid
15 = Large Pyramid
16 = Pyramid Complex
17 = Grand Pyramid Complex
18 = Small Mastaba
19 = Medium Mastaba
20 = Large Mastaba
21 = Sphinx
22 = Small Obelisk
23 = Large Obelisk
24 = Sun Temple
25 = Mausoleum
26 = Mausoleum
27 = Mausoleum
28 = Pharos Lighthouse (Need Rocks)
29 = Alexandria's Library
30 = Caesareum
31 = Colossi
32 = Temple of Luxor
33 = Small Royal Burial Tomb (Need Cliffs)
34 = Medium Royal Burial Tomb (Need Cliffs)
35 = Large Royal Burial Tomb (Need Cliffs)
36 = Grand Royal Burial Tomb (Need Cliffs)
37 = Abu Simbel (Need Cliffs)

---END---
:arrow: = Gods Activate Menuv0.10
Serie of separate Pointers, one for each god to activate, or unactivate, god.s of your choice.
Gods Activate Values GuideShow
0 = Unkown gods (unactive)
1= Local Deity
2= Patron God
:arrow: = Ratings Overseer v0.7 up v0.7.1-2-3 + v0.8.4-5 v0.10
-- Open Play (No Win/Lose)
-- Culture Fill Goal
-- Prosperity Fill Goal
-- Kingdom Fill Goal
-- Monument Fill Goal
-- Population Fill Goal
-- Houses Fill Goal

Serie of separate trigger to auto validate mission/scenario goals.
Triggers for Culture, Prosperity, Kingdom, Monument and Houses have flexible scripts that just fill the value to the requirement level, never go under, and allow you to incrase the value and reach 100 by your self, except for monument is goal value are, in general, the high one.
So you also can put 100 to respective Value in subsection -Pointers- and stick it manually.
Open Play (No Win/Lose) activate the"sandbox mode" you never win/lose and remove timer.
:!: Trigger for Population, this script validate the"population goal" whitout modifie the ingame population, it's normal, value to avoid problems, like high unemployment.
If you are in lack of action put, and fix, 0 in Kingdom values and pharaoh reward you by regular army invasions.
:!: -- -Pointers-
You can consult and modifies various values in relations with "Ratings Overseer".

:arrow: Floods settings Pointers
-- Flooding strats on > control the period of flooding start, you can do any valus between 0 = early January and 345 = late december.
-- Flooding lasts > duration of flooding (30=1month)
-- Flooding Quality > 0 is no flooding, 100 perfect
:!: These values ​​seem to be integrated on game only once by year, so be patient if you miss the target you will have to patient until the next integration.
Default "Flooding strats on" values listShow
150 = Early June
165 = Late June
180 = Early July
195 = Late July
210 = Early August
225 = Late August
240 = Early Septembre
255 = Late Septembre
Trivia, Thanks, Rewards:Show

Thanks to CompactDisk for is support and allowing me to add is table to mine, also is clear code, now i understand how tables with multiple entries works.
Thanks to renorp, fantomas, duggseg for there contribution to the first and original Topic.
Thanks to Ninety90 for have validate the trainer on Steam version :)
Thanks to you if you read it and try seriously to reduce your GreenHouse Gaz emission to the more low level possible.

Trivia v... Adaptation and update of the original Topic to do this one. i hope there is understandable, readable, clear and comprehensible despite my not awesome english.

Thanks to CompactDisk
Attachments
Pharaoh + Cleo - Shi v0.12.CT
Freeze request time (gold/goods)
Validation on clic for request (gold/goods)
(118.03 KiB) Downloaded 79 times
Pharaoh + Cleo - Shi v0.11.2.CT
Correction for Unlock Storages Yards
Correction for Unlock Citys for Trading
(124.83 KiB) Downloaded 38 times
Pharaoh + Cleo - Shi v0.10.CT
Houses Fill Goods > *8 triggers for disactivate each products/visitors type*
Building Menu > Monument 1,2,3
Gods Activate Menu
Ratings Overseer > Open Play (No Win/Lose)
!!! the CompactDisk Table
(112.02 KiB) Downloaded 47 times
Pharaoh + Cleo - Shi v0.9.3.CT
v0.9.3:
Add Bazaar fill
(83.63 KiB) Downloaded 36 times
Last edited by Shizuma on Wed Jan 08, 2020 3:13 pm, edited 32 times in total.

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG version]

Post by Shizuma » Wed Nov 06, 2019 8:28 am

V0.9.2 is out: HERE
Release Notes:

:arrow: Update the "Buildings - Raw & Goods filled." > now the Zoo is correctly filled .
Zoo has a building with 2 goods emplacements, 1st for meat and the 2nd for straw, previously only the first emplacement be filled. Now the 2nd are filled too.

:arrow: 1st Enhancement for the "Army GodMode" > Warship regen on sea melee
Now player Warship regen their hull on sea melee battle.
The missile from archers and enemy warships always damage the hull.
I have do a lot of tests against Egyptian enemy warship, i hope that works against other warships, because warships have many different code who modifie the hp of the boats...)
I dont have tested on transport boats and they should not be concerned.

:arrow: 2nd Enhancement for the "Army GodMode" > Warship always stay "Rested".
Player Warship never get tired.

:arrow: 3nd Enhancement for the "Army GodMode" > Company Moral always stay "Very bold"
Company's soldiers, archers or chariots never get moral break down, it always stay a least "Very bold".

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Thu Nov 21, 2019 12:21 pm

V0.9.3 is out: HERE
Release Notes:

:arrow: Bazaars Fill
This trigger unlock 5 separates triggers to allow you to fix amount of products:
-- Bazaar Fill Foods
-- Bazaar Fill Beer
-- Bazaar Fill Potter
-- Bazaar Fill Linen
-- Bazaar Fill Lux
Each trigger fill to 700 units of specified product.
Bazzar Fill Foods fill to 700 all type of foods.

The scripts fill stock of product even if you set "don't buy" in Bazaar instruction pannel.

kefalo84
Cheater
Cheater
Posts: 25
Joined: Mon Feb 18, 2019 2:42 am
Reputation: 0

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by kefalo84 » Fri Nov 22, 2019 2:01 am

Thank you!

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Sat Nov 23, 2019 3:26 am

V0.10 is out: HERE

Release Notes:

:arrow: Houses Fill Goods > *8 separate triggers for disactivate each products/visitors type filled by this trigger*
To make compatible Houses Fill goods with Bazaar Fill trigger each trigger activated bypass a specific filling action of the Houses Fill Goods triggers to manage it by your self.

Foods (include water), Goods, Religion visitors, Entertainment visitors, Education visitors, Administration visitors, Health and sanitation visitor, and Risk.

:arrow: Building Menu > Monument 1,2 & 3

3 Pointers to allow you to build Monument just enter a value to unlock monument in ingame menu.
Unlock a monument auto unlock guilds.
(i will soon add a table with values)
(3 is a ingame limitation)

:arrow: Gods Activate Menu
5 Pointers to active, or unactive, god.s in game.
Put following value in pointer value to different result:
0 = Unactive 1 = Local God 2 = Patron God
(Dont ask me the difference ^^)

:arrow: Ratings Overseer > Open Play (No Win/Lose)
Open Play (No Win/Lose) active the sand box mode.
Play your favorite mission for ever! Disactive it to reallow the mission goals.

:!: :arrow: ADD the CompactDisk Table
I have add the Compact disk table you don't have to merge it manually
(I will integrate it to table later)
Thanks to you Compact disk for your amiable autorisation :)

(Sorry for erratic writing i finish the redaction late night)
Last edited by Shizuma on Sat Nov 23, 2019 3:38 am, edited 1 time in total.

rinnioveraci
Noobzor
Noobzor
Posts: 8
Joined: Sat Feb 16, 2019 6:23 am
Reputation: 0

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by rinnioveraci » Sat Nov 23, 2019 3:37 am

thank you!

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Sat Nov 30, 2019 4:14 am

V0.11 is out: HERE

Release Notes:
:arrow: UnlockTrade > Allow you to open trade route with all city's.
Once active trigger, go on world map and now you can open trade route with place status "An egyptian city" and "A distant city".
Citys icones dont change, stay transparent, some place can have empty sale's and/or buy's lists.
The script change a city statut only when you clic on it.
:!: Once a city have be unlock the only way to restore is original statut is "replay mission" or reload a save before unlock.

:arrow: Unlock Storages Yards
This trigger unlock storage yards to make usable all the all products not intended by mission / scenario.
:!: Only for "storage yards", i trying to unlock granaries but they bug, they are hardly coded by programmer to managing maximum 4 foods type no more. (technically storages information of type 5 and 6 are superposed to type 3 and 4)
It seem, ironically, bazaars are unlocked like storages yards and don't seem buggy...

:arrow: Building Menu > Monuments (put in good place)
I have put the 3 monuments pointers on place who respect the game menu:
Building Menu > Religious Structure > Monuments - submenu.

:arrow: Manual Extenpand-Colapse for the Houses Fill Goods menu.
Because you may active it and don't want to be bored with the long submenu if you dont use it.

:arrow: Integrate 'OpenPlay'
Previously i forgot to integrate the OpenPlay script, for Sandbox mode, now that it.

:arrow: Floods settings Pointers
Flooding strats on > control the period of flooding start, you can do any valus between 0 = early January and 345 = late december
Default values listShow
150 = Early June
165 = Late June
180 = Early July
195 = Late July
210 = Early August
225 = Late August
240 = Early Septembre
255 = Late Septembre
Flooding lasts > duration of flooding (30=1month)
Flooding Quality > 0 is no flooding, 100 perfect
:arrow: These values ​​seem to be integrated on game only once by year, so be patient if you miss the target you will have to patient until the next integration.

User avatar
CompactDisc
Fearless Donors
Fearless Donors
Posts: 564
Joined: Tue Mar 07, 2017 11:52 am
Reputation: 639

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by CompactDisc » Sat Nov 30, 2019 12:08 pm

Hey there, I can't seem to get your v0.11 to work. v0.10 works fine though.
Happy table making!

Support me on Patreon for more table fun:
https://www.patreon.com/CompactDisc

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Mon Dec 02, 2019 4:34 pm

Thanks for the report. :)
I think it's solved now.

V0.11.1 is out: HERE

Release Notes:
:arrow: Fix this issue:
CompactDisc wrote:
Sat Nov 30, 2019 12:08 pm
Hey there, I can't seem to get your v0.11 to work. v0.10 works fine though.
Remove a unused label who may cause script activation issue.

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Tue Dec 03, 2019 2:30 pm

V0.11.2 is out: HERE

Release named "Oups, my bad" or "Send release in late night is not the most great idea i have got" Notes:
:arrow: Fix for activation for Unlock Storages Yards
Repare the script trigger.
:arrow: Fix for activation for Unlock Citys for Trading
Repare the script trigger too.

Now he will works both :)

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Mon Dec 09, 2019 3:24 pm

V0.12 named '411.37 ppm'* is out: HERE

Notes:

:arrow: Freeze request time (gold/goods)
Make requests countdown for goods and gold are freeze.

:arrow: Validation on clic for request (gold/goods)
Allow you to validate request by clicing on requests in the political overseer, works even if you dont have ressources or debens needed.


I try to find the sending troops pointer but... that seem less easy than espered.
I have tested on differents missions and it seem work, but the are many variation on events possible and you know...

*Don't worry, naming change nothing that just my mood to give 'name' for each release...

User avatar
CompactDisc
Fearless Donors
Fearless Donors
Posts: 564
Joined: Tue Mar 07, 2017 11:52 am
Reputation: 639

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by CompactDisc » Tue Dec 10, 2019 7:00 am

Shizuma wrote:
Mon Dec 09, 2019 3:24 pm
V0.12 named '411.37 ppm'* is out: HERE

Notes:

*Don't worry, naming change nothing that just my mood to give 'name' for each release...
Lol, is that the level of blood in your alcoholstream?
Happy table making!

Support me on Patreon for more table fun:
https://www.patreon.com/CompactDisc

User avatar
Shizuma
Expert Cheater
Expert Cheater
Posts: 54
Joined: Thu Jun 08, 2017 7:55 am
Reputation: 41

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by Shizuma » Tue Dec 10, 2019 11:30 am

:ph34r:
Last edited by Shizuma on Sat Jan 11, 2020 2:49 am, edited 1 time in total.

User avatar
CompactDisc
Fearless Donors
Fearless Donors
Posts: 564
Joined: Tue Mar 07, 2017 11:52 am
Reputation: 639

Re: Pharaoh & Cleopatra [GOG & Steam]

Post by CompactDisc » Tue Dec 10, 2019 12:23 pm

Shizuma wrote:
Tue Dec 10, 2019 11:30 am
CompactDisc wrote:
Tue Dec 10, 2019 7:00 am
Lol, is that the level of blood in your alcoholstream?
No it's the co2 lvl at the release date xD
You'll be in trouble if that ever drops again, it might break your versioning system ;)
Now we'll just have to keep making it higher.
Happy table making!

Support me on Patreon for more table fun:
https://www.patreon.com/CompactDisc

Post Reply

Who is online

Users browsing this forum: aimar_chen, archer42, Google Adsense [Bot], lion_the_ryan, Valatros