Recent content by tiemanj

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    Hulfgar's Modpack

    I like the updates - one small comment though, cruisers predate the dreadnaughts. "Protected Cruisers" first showed up on 1875, and started to become commonplace in the 1880s. The dreadnaught was launched in 1906. I would just swap your dreadnaught with the ironclad replacement (cruiser)...
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    Hulfgar's Modpack

    From a gaming point of view, I would strongly perfer keeping the upgrade paths. My biggest gripe about the early civ(s) was that you had to rebuild your army every time you got a new tech. First it allows you (and the computer) to upgrade units without having to rebuild...this "frees" you to...
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    Hulfgar's Modpack

    I am playing your version 9 rev ? (the one just before this last release) mod and have been enjoying it. Since you seem to want to know what people think, I'll provide you my [unsolicited] comments. As I said, I am playing with version 9 rev just before last of your mod with a few minor...
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    Blockades

    I'm looking for a way of making navys more important in the game. Currently the only thing a blockaded city loses is its water trade route (I think). This tends not to matter much, especially on the continent maps as there is usually a land route to either the capital or another city with a...
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    playing on a local network

    I'll look at the renew time - thanks. However, what I still don't get is why, even after resetting the game on both computers (and even resetting one of the computers) the machines won't see each other in "local network" mode. Ping works fine, google works on both machines, and we can even...
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    playing on a local network

    My son and I play multiplayer Civ 5. Because we are on the same network, I perfer to use the "Local Network" option under mulitplayer. However (and this is common), we start playing a game, no issues. At some point one of us gets kicked off, and a little alert shows up on both our games...
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    Resource Quantity

    thanks a lot. This worked.
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    Resource Quantity

    thanks. I found the code to modify. My last (hopefully) question is how do I add the modified code to my project? Is it the same as with xml - ie, just add a file to the project, put the modded code in the project, and tell modbuilder to use it "onmodactivate"? Or is it more involved?
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    Resource Quantity

    I'm trying to increase the quantity of resources in a given mine (or whatever). It seems that iron is always 6 or 2. If I wanted to change those numbers where would I do that? I found the table <Resource_QuantityTypes>, but it doesn't seem to have any impact But when I start a new...
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    Deleting Tech Prereq's

    Another question... I added a technology "Farm Machinary" to see if I could. When I started a new game, the technology appeared on the tech tree where I wanted it, and it has the correct prereq tech, the help / text descriptions all appeared to work and all looked good. When I loaded up a game...
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    Deleting Tech Prereq's

    The update did make replaceable parts a prereq, but it deleted the electricty prereq. The example I gave was an experiment on how to change the tech tree...what I really want to do is "start over" so to speak with the industrial era. I've got rearranging the tech tree graphics down, but I...
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    Deleting Tech Prereq's

    I want to reorder the technology tree for the industrial era. I tried to "update" the techs: <Update> <Set PrereqTech="TECH_REPLACEABLE_PARTS"/> <Where TechType="TECH_REFRIGERATION"/> </Update> but that removed the prereq. I added a row: <Technology_PrereqTechs> <Row>...
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    buildings and unit maintance

    Is there an XML tag I can add to a building to give a civ "free" units. For example, I want to give the military base a trait where it absorbs the cost of a unit. What trait do I have to give the bulding?
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