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  1. Elkad

    Advanced Civ

    I don't know about him, but I disable Tech Trading not because I hate diplomacy, but to keep research speed down. Otherwise when you get to the mid-game, you are getting 10+ techs for each one you research and the whole upper side of the tree goes by in a few turns.
  2. Elkad

    Advanced Civ

    Small QoL change. When I select a stack of units, can you show their garrison (anti-revolt) strength? If they are in a city already, ideally they'd include current modifiers. (fortify, hill, etc). Not in a city probably best to peel off all the situational modifiers, so it's not counting a...
  3. Elkad

    Advanced Civ

    It's not because of visible enemies, so it may not be your recent change (or your change at all). Even in the early game with animals disabled, units just double back on their path briefly and constantly on auto-explore.
  4. Elkad

    Advanced Civ

    I'd say wanting to destroy a road under a rival stack is far less likely to occur. In that case, I'd probably accept having to rebuild the farm as well. Of course if it's a Town, then there is a big cost to doing that, but it also makes sense. There are LOTS of roads in a town, it should be an...
  5. Elkad

    Advanced Civ

    Smart would work. If I'm pillaging my copper mine, knock the road down and leave the mine. If I'm pillaging a farm on a banana, knock the farm down and leave the road. Wait. What about forts? In that case I don't want to disconnect my Oil anyway (unless I have two), so I'll probably send...
  6. Elkad

    Advanced Civ

    Was the reversed pillage order intentional? Pulls up roads before improvements? Pretty annoying when I want to knock down an improvement so my auto-workers come rebuild the appropriate thing on it (found new resource, teched calendar, etc) Edit - I see the change, in .99. Discussion links to...
  7. Elkad

    Advanced Civ

    The marathon 2:3 unit:tech ratio is part of why it plays so different. I've played a couple games now with your 4:5 ratio, and I don't like it near as much. Incidentally, I've been playing all these years and I'd missed the Totestra map script all this time until it was mentioned upthread...
  8. Elkad

    Advanced Civ

    It appears at some point you've pulled out the change that went in with BTS 3.17, that keeps your privateers safe while docked inside your cities. Anyone with open borders just drives right in and kills them.
  9. Elkad

    Advanced Civ

    Better not look at the war chest actual Earth religions are sitting on then, nevermind the money they funnel into other things. Soup kitchens and food banks and medical care and some of the finest schools around are a significant boost to a nation. Funded by religion. Reflecting that as extra...
  10. Elkad

    Windows 11 and Civ 4.

    Works fine on 11 for me as well. I installed Civ4 on WindowsXP in 2006? and I've literally never reinstalled it. Just drag my \games\ folder to the new PC and make a new shortcut. It even runs fine from a thumb drive. Last time I saw the CD was when I moved in 2012.
  11. Elkad

    Advanced Civ

    If someone wanted to add a building, a Desalination plant would be another option. Placed at Biology maybe? Requires coastal, and Power. Gives a city fresh water. Probably not really a case for this mod, but someone else might like the idea. --- And now we wander off topic... Thanks...
  12. Elkad

    Advanced Civ

    I don't like superforts making irrigation either. However, I would like to see irrigation pass through a city on a hill or desert at something like Steam Power (you can make lifting pumps).
  13. Elkad

    Advanced Civ

    No, it's fine. Pac powered golden ages and bulb strings are incredibly powerful.
  14. Elkad

    Advanced Civ

    I'm not in favor of removing/delaying healing at all. A stack of March units with a proper (40hp) medic along heals 45hp/turn in enemy territory. If they spend 2 turns moving to the next city, they are all full. A late-game city with a hospital and medic on defense is 70hp/turn. Getting rid of...
  15. Elkad

    Advanced Civ

    I think the problem is that if you stack enough sounds, it overrides software volume settings. I leave the analog control for my speakers on maximum volume at all times (I actually CAN'T turn them down, rheostat failed years ago and I just soldered around it to line level), and adjust relative...
  16. Elkad

    Advanced Civ

    On the subject of timers, what speeds up the combat messages (specifically, the delayed strings of "flanking damage" messages). Same one? Or is it waiting for the sound effect?
  17. Elkad

    Advanced Civ

    Uh, I don't have any combat noises on 98pre3 Yes I checked my volume levels. Edit - NVM, your update in #791 fixed it. But now my scout on auto-explore isn't stopping to heal. Well, he stops sometimes...
  18. Elkad

    Advanced Civ

    Adjustable timer would probably be better. The problem isn't that they pop up, it's that they hang around too long. Heck, some people might want to set them to something silly like 2 minutes. I'd be happy if they went away in 1-3 seconds instead of whatever the current timer is.
  19. Elkad

    Advanced Civ

    That's me. FoV 70, and zoomed out to straight down. (last click before the globe switch). I only toggle bubbles briefly (and am endlessly annoyed that the forced bubbles take so long to disappear - I'll click the log if I want to know where my copper popped up). So what value should I be...
  20. Elkad

    Advanced Civ

    We just had this discussion (my left-arrow wraparound of cities). No UI feature is unused. Including ones that are clearly bugs :)
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