I'm going to check with some attorneys to verify the legality, I'm thinking about creating a website where modders can sell strategy guides to their mods. That way their fans can support them, and they can get compensated for the hundreds of hours they put into their creations.
To me it...
I'm working on what may become a very controversial and politically incorrect, yet highly believable and realistic, mod/scenario of a civil war in America in the year 2020.
The basic premise is that the weight of the U.S. National Debt and a number of other economical factors trigger a...
There's a promotion parameter called GreatGeneralCombatModifier in Civ5UnitPromotions.xml. I need a techy to dive into the source code and see if it's legit and operational or if it's just another dead pseudo-parameter that doesn't work.
It doesn't seem to do anything for me.
I would like to change the menu background image for BNW that shows the smokestack factories. Do you know how?
Also, is there an easy way to change the menu background music?
I need complete steps to set all City States at -1 Influence starting on turn 1. Currently, all city states begin at influence zero which sets it as neutral. I need all city states to begin at -1 below neutral and it needs to apply to any random map (not through worldbuilder).
If it's too...
I noticed every time I change the version number of my mod it creates a whole brand new file on the Mod Selection Menu screen. So, if I had 35 versions it would show 35 mods to choose from? That doesn't seem right. What's going on with this?
So, for now, I'm just leaving it as Version 1...
Very frustrating trying to figure this one out. It doesn't seem possible through XML.
I need to DISALLOW embarked units from attacking cities. Why a unit can go around acting like a battleship is beyond me - defies logic.
I think it would be an awesome mod if you could make Unit deaths create unhappiness, and Unit kills create happiness. Nobody likes their sons and fathers dying in war, and they usually feel much more patriotic when they're winning the wars.
So how would you do it?
Hello ladies and gentlemen. I'm not sure how often you folks go into the mod section (it's lonely in there), so I wanted to make a quick post here in the main forum to let you know that CivRome: Roman Empire is ready for download. It's the first alpha release. This mod is fully playable and...
This mod is fully playable and is available on Steam Workshop for download. The playable content covers 323bc to 68bc (about 600 turns), but updates will be released periodically to extend the play period to 500ad (about 2000 turns).
Gives an idea of the magnitude and size of the map...
Never mind. I figured out my problem.
original message
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It's driving me nuts.
In the default game, there is a -50% amphibious attack penalty from embarked units. I simply want to change that number. There is a GlobalDefine called...
I have no earthly idea why the default game allows ships to capture a city. Completely ******ed.
How would I disable this? I don't see an option in XML to change it.
I need one of you smarty dudes to answer this question. How in the WORLD do you increase the time period of war? I've experimented with virtually everything in GlobalDefines and GlobalAIDefines and nothing seems to increase the 6 turn elapse time period until the AI will accept your peace...
Example, let's say the AI would normally demand 5 gold per turn for OIL, and I want the AI to demand 10 gold instead.
What is the DEFINE, if there is one, that determines AI Strategic Resource trade value?
I want to increase the trade demand by the AI for strategic resources.
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