Recent content by dreadknought

  1. dreadknought

    Realism Invictus

    Ok in my 3.1 game I successfully modded cannons and bombards to only do collat damage to 2 units/ cut total collat damage/ but gave then a 2 range. Working well and the best part is AI likes them and will bombard troops at range :goodjob: It help the AI use then better but also by cutting...
  2. dreadknought

    Mini Mod Seige Units Beta 1.0

    Working well in my current game. I cut the collat damage and they now only damage 2 units but they have a 2 range. Best of all AI is using them as ranged unit fine:goodjob:
  3. dreadknought

    Modding this mod

    Well you have to go into the assets file and then the xml files which contain the coded lines. Some values I have learned and used to do the little mini-mods posted here. It is c++ or something similar someone can correct me. Its harder than civ3 because its not always clear what you are...
  4. dreadknought

    Turn times

    Agree with alot of what you posted except a good gfx card does matter, the 2gb ones that accelerate 3d displays will give you another nice boost. They are designed esp. for gaming needs. I found a big jump from a cheaper card to a 2gb card. I play larger maps and turns usually run in 10-15sec...
  5. dreadknought

    Realism Invictus

    Will check into that tonite to see what civics. Also I really like unit limits so far but will take alot of playing to see how it plays out.
  6. dreadknought

    Realism Invictus

    Ok so I placed a 100 world cap on heavy privateer and realized tonite the AI doesnt build them. Im guessing that the 1 gold extra cost causes it. Im still using 3.1 so maybe its been fixed/detected already. Dont know if ai will build other units with added gold cost. Other caps showed me...
  7. dreadknought

    Realism Invictus

    :coffee:Something else I been thinking on is a hard limit on max builds on most units which could be based on history where possible. The better and more powerfull the unit the more the limit, example a max of 8 carriers or 10 battleships ect. This could be really usefull on seige and aricraft...
  8. dreadknought

    Turn times

    Noticed this on Amazon, great system for 1249, similar to mine but I paid 1600. Im not saying buy this:lol: but this is the kinda thing you need. http://www.amazon.com/Republic-Gamers-G75VW-AH71-17-3-Inch-Gaming/dp/B009M2XB3U/ref=sr_1_1?s=pc&ie=UTF8&qid=1365746979&sr=1-1&keywords=laptops+gaming
  9. dreadknought

    Turn times

    I would run a newer duel core or quad? processor with 8gb or more of ram. Then you need a really good newer graphics card with the extra 2gb of ram processing. It will probaly be a $1500 or more gaming type system, the higher the ram the better. I have it running on a highend ASUS laptop and...
  10. dreadknought

    Mini Mod Seige Units Beta 1.0

    I think the added STR on those are ok to leave in because they are limited builds. Playing a total war game with Mongols and going well with the mini-mods so far, in second place.
  11. dreadknought

    Mini Mod Seige Units Beta 1.0

    A few seige units still need edits esp. mobile trib, will get to them as soon as I can.
  12. dreadknought

    Realism Invictus

    Ok this took me approx 12-14 hours, but I added a seige-engine file beta for fun that changes the seige units quite a bit, hopefully nerfs them in 3.1 but also they will play differently. Same lnk as below to file page. Listed in civ4 project and mod development/realism invictus.
  13. dreadknought

    Mini Mod Seige Units Beta 1.0

    Save for game play info Need to edit the mobile trib. sp units., they are in a different file though.
  14. dreadknought

    Mini mod of mods 2 new***

    Have added a file mini-mod seige engine beta file
  15. dreadknought

    Realism Invictus ( Civics 1.1 ) Mod of Mod

    Have added a new mini-mod file/seige units mod beta.
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