Some really great suggestions here. I'll check out CK2 for sure. The HoM&M series has great music too. Europa Universalis IV? Never even heard of that one, will definitely add to my list.
Nice to know I'm not the only guy out there who thought the soundtrack is fantastic! :)
Hey everybody
I *finally* broke down and opened up my Civ 5 Collectors Edition soundtrack. What an amazing compilation - so much music that I haven't heard while playing! (guess I would finally have to stop playing as the Romans to get that music going.)
What really blew me away is the...
This is a huge point. It would seem that if only military units were 1UPT, that would solve this AI issue as well. The whole point of 1UPT was for strategy and to remove the stack of doom. Having non military units share tile space makes sense, even if it's simply for unit travel.
So I guess the better strategy is to just disband the extra's and keep a skeleton crew. Not that there is much to do after oil and railroad is discovered anyway.
Ok, so what makes Generals so special that they can occupy other spaces when the 1 UPT is in effect?
Generals may be a poor example. I've only put in about 20 gameplay hours, so there may be other units out there that I haven't found yet.
There has to be something more than this one action - what do other units do? (units that can occupy the same tile as another unit?)
Don't Generals have the ability to occupy the same space as another unit?
I'll give this a try. I wonder what would happen if this tag was taken out and added to the Unit paramaters instead (like the Worker parameters).
I'll play with it this weekend. I imagine you would have to add the tag to every unit though.
Hello All
I find by the later era's that a guy can have 20 workers spread out all over the place. Has someone found out how to make only one type of unit stackable?
I appreciate the Legion mod, but I really like the idea of 1 unit per tile - it changes the game completely from a strategy...
Ok - I finally figured out a viable solution. Through the terrain\CIV5features.xml I added the tag NOIMPROVEMENTS. Awesome - works like a charm. I also removed the chop forest action from the Builds.xml (thanks Spatz for that one).
So, Voila! I have a mod where Forests cannot be removed or...
Ok - deleting the action does nothing. It still allows for the removal of the forest. I found through the units.xml as well that worker actions include remove forest, but even if that action is removed it still allows the forest removal.
It's stupid I know.
However, aside from setting a...
Ok - that's cool.
The question now is ... have I been playing so long that I can't tell the difference between the different graphics?
Maybe I should take a break.
That's a good idea, but what happens when you try to improve a tile when there is forest on it already (like a hill with a forest, and you try to mine the hill)? It should leave it alone, right? Does mining in this situation automatically chop the forest, or does it go to see if I can chop the...
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