Afforess
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  • Thank you for like it :), but that stupid The Capo, downgraded Nikola Tesla, without any reason! :mad:
    hate to pester a prolific writer such as yourself, but the modular overrides you referred to... is this the function of AndDependencyTypes?
    It would be nice to have building tags to affect stability. TechStabilityChange TechStabilityMod CivicStabilityChange and CivicStabilityMod Some buildings can improve societal stability, while others degrade it, and a civic change could turn all that around.
    I have rectified the stonehenge problem, but I had to delete the competing stonehenge entirely. I thought there was a basic override function w the modular programming, but I have yet to find it. Now I'm on the hunt for very early tech farm graphics.
    Thank you, I just discovered that while sifting throught the proper schema, however in application, the city screen says I am receiving twice the yield bonus for the building in question that I assigned, but still providing the correct amount. I don't know why. Sending the game save data wouldn't serve you I think, because I've included the subdue animals mod. But another question. I've been building a module, and included my own version of Stonehenge, which does not provide a free monument. However, this feature persists anyway. Is there an override somewhere? All the other changed features are coming through properly, just these couple of flaws...
    Thanks 4 anymore help.
    Might I request something of you? I've lost the thread for requests. It would be a terrific boon to add TechYieldChanges to the buildings file. This way, a building wouldn't necessarily have to be obsoleted by a tech, but its effects change with the comeing of new techs.
    Additionally, ReligionYieldChanges & CivicYieldChanges would be good for buildings as well. What do you think about such modificiations?
    How can I create a completely new modmod for RoM? Like your A New Dawn? I have got ideas... :mischief:
    Of course, Afforess! Today isn't good to me, maybe tomorrow.
    I working on my Gaius Scipio v2.
    I know that. Now I working on a weather station.

    EDIT: btw, I did the warehouse too...
    Welcome back. Now I've got some time, I will create a few building.
    Sorry, for big nothing, but I had many other things.
    That seems to have worked so far... And I would just like to say that, that is the single most ghetto fixed I've ever seen employed on anything and work. Thank you for being so helpful and I hope you have a great Holiday!!!!
    That fixed it perfectly, except now none of the terrain textures are showing up... I upgraded to windows 7, which I highly recommend if you haven't done so already, so I could use my 6 gigs of ram and now all the terrain is black, but the resources and the trees are there. Also in the civopedia all the humanoid units (workers warriors marines androids) are missing models but the other types of units (tanks subs and planes) seem to be fine. I've tried uninstalling and reinstalling the mod several times and it seems like the problem stems from a new dawn. I think I installed it correctly because I have the "A new dawn Concepts" in my civopedia entry. I hope you can help me with this issue because this mod looks so awesome and I really want to play it. Happy Holidays and Thanks for helping me so far!
    I'm using your "A New Dawn Mod" and I think that profiling the game engine, or whatever it is, is causing some messages to pop up every turn. I get timer-score-3ms or something every time I start a new turn. Do you know how to turn this feature off, or is this issue not related at all to game engine profiling? Also thanks for the great mod mod!
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