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  1. Elucidus

    [GS] DLCs seem to be overriding my changes

    lol, yeah that is what I was doing. So that explains that. Thank you very much, I'll give that a try.
  2. Elucidus

    [GS] DLCs seem to be overriding my changes

    I tried changing the cost of techs, the ones from DLCs aren't changing, while the ones from vanilla are. I tried different load orders in both the properties section and the UpdateDatebase section of modinfo, but they don't seem to work (I tried -100, 10, 100). To be fair I am just testing...
  3. Elucidus

    Should we have a "Allow everyone to work mountains" community resource?

    well, you can add yields to mountains and then citizens can work them. In fact, Inca's values will be added as a bonus. I just wish I could get building a mine on mountains working.
  4. Elucidus

    [R&F] [1.0.0.220] Mountains still don't work for much of anything

    I have been hoping R&F would fix a lot of things you can do in the database that doesn't work in the game, mainly around mountains. You can make them passable, you can assign them yields (and even spawn resources on them), and you can settle on them (sort of), but what you can do is: - Have a...
  5. Elucidus

    The SDK is now available

    Well considering it generates errors on Firaxis own code, I would say, be careful what you do and how you do it. Don't change code that worked in your mod before, just because mod buddy gives you an error.
  6. Elucidus

    Boats and why they should be more important

    I agree on all of your points, dunkleosteus, and Civ4 most definitely had transports. I would love to find a way to bring them back in different forms. The concept that the unit can just jump on a ship to travel where ever, is ludicrous to me. While early units this might be the case, as ship...
  7. Elucidus

    How can I add a starting unit in eras.xml so that only human players get it, not AI?

    @snoochems, those are actually modifying three different xml files, in a mod they can be combined. @retgame, you can either go to the units.xml file or more easily digestible use http://sqlitebrowser.org and go to the units table to see a complete list.
  8. Elucidus

    Rebalancing suggestions

    well amenities is basically happiness, and housing is basically health, both were used before similarly in the past. But I agree there should be a reason to build tall cities, just like there should be a reason to build wide empires. It really should come down to land area and probably policy...
  9. Elucidus

    Still no news of the SDK after 3 months: I'm taking a break

    I hate to say it, but they are probably waiting for the "Spring" patch
  10. Elucidus

    Unit Reclass

    Yeah, probably not that simple. there is a lot I want to do that will require mod tools.
  11. Elucidus

    New Districts

    Well, perhaps they can be replaced it would make sense, and I don't like the limit of three buildings per district myself. But in my mod, districts don't appear until a bit later, as far as turns go. I think the problem for me at least is the difference between cultural and theater districts.
  12. Elucidus

    Unit Reclass

    Nice, I will have to check it out. You do that last part you are looking into and I may be looking into something similar with transport ships.
  13. Elucidus

    in this topic: we post ideas for railroads

    That follows a similar idea someone mentioned earlier, though not sure how it would provide extra housing, people sleeping on the busses. lol Sorry, couldn't resist. Anyway, maybe ecology or a civic that falls in that realm, seems like it would be related to a civic more than a tech.
  14. Elucidus

    Inproved coastal resources

    Increase food in coast and ocean by 1 each, have future techs also increase food, have the harbor or maybe make a new building for the harbor that increases food and/or gold, production is the hard part with coastal cities at that point though.
  15. Elucidus

    New Districts

    That was in response to someone, I am well aware of how it works in real life. :) And I see hospitals and even medical centers more as buildings in a suburban area, then their own district, but I like the idea of building districts next to one another, perhaps encouraging it with adjacency...
  16. Elucidus

    in this topic: we post ideas for railroads

    That is very easily fixed. I suspect the reason is to show off the new game mechanic, but perhaps it's the art asset thing, though that is still a fairly arbitrary reason. Wondering if we can fix that when the SDK finally comes out, stackable made sense, though in my opinion not so much for a...
  17. Elucidus

    New Districts

    Do you mean replacing those buildings? What sort of buildings? Depending on the buildings you could just have Urbanization add housing to the district itself, it could even grow over time, adding housing as you enter new eras. I know where I am the lands around me used to be farmland that is...
  18. Elucidus

    in this topic: we post ideas for railroads

    Well, that kind of proves my point, the further this franchise develops the more limits they put on players for no realistic reason. I live in a city with 4 million people in it and we have everything built here, yet that wouldn't be possible with those rules, calling them arbitrary and...
  19. Elucidus

    in this topic: we post ideas for railroads

    That is exactly my point, there is nothing that says you can't have a stable and a barracks, yet for some nonsensical reason, you have to make that choice. No, the game doesn't have to enforce such an artificial and unrealistic limit. I personally, do not get enjoyment out of artificial and...
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