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  1. K

    Prehistoric Civilisations

    Looking for a few things... This will be a long read but thanks in advance for persevering. Ideally I would like a total conversion mod similar to Caveman 2 Cosmos from Civ4? In the absence of a total conversion, I was wondering if there are any mods (or if anyone can create mods) that would...
  2. K

    Edit District Radius

    Ok. Thanks for the info.
  3. K

    Edit District Radius

    Thank you. Will I have to do this for each district individually, or is there a global option?
  4. K

    Edit District Radius

    Is it possible, can someone make a mod to increase the District Radius from 6 to 9 or 12 tiles so that cities 6 tiles apart can get benefits from another city's district?
  5. K

    Extra Human-Player Units at Game Start

    I answered my own question... In order to allow this mod to auto enable in gathering storm you need to do is... <quote>Mods can be tagged as compatible by either adding "<CompatibleVersions>2.0</CompatibleVersions>" to the properties section of the modinfo or by marking compatible versions in...
  6. K

    Quick Questions and Answers

    Are there any mods similar to cic ivs' caveman 2 cosmos, for civ 6?
  7. K

    Workaround when returning to main menu with R&F and some mods

    Having a similar issue, DEFINITELY mod related... I have Civ6R&F, all was fine until I installed and YnAMP. When YnAMP is present in the mods folder, the game menu will not load (I get the intro movie followed by the menu background but no menu). And I have to use task manager to quit the...
  8. K

    Final Frontier (or similar expansion) for Civ6

    I agree that it would require a new tech tree etc, and a new map. But civ 4 did this pretty well in Final Frontier - heck the individual planets orbited their stars.
  9. K

    Final Frontier (or similar expansion) for Civ6

    Exactly, and depending which "victory conditions" the player meets, they might start the game as aztec, but come galactic part the Romans had won, so going forward they're now roman (game doesn't have to end because another civ hit space first)
  10. K

    Final Frontier (or similar expansion) for Civ6

    The biggest issue with BE is that it is just a skin over the top of Civ and doesn't do what Final Frontier did in Civ4
  11. K

    Final Frontier (or similar expansion) for Civ6

    I can't be the only one wanting this. Has there been any chatter on whether something like this will happen again? Is it possible to get a comment from the powers that be? I would also like to be able to zoom out to the atmosphere like we could in civ4. But! What I really want to happen is...
  12. K

    Final Frontier (or similar expansion) for Civ6

    Moved to ideas thread
  13. K

    Trigger Final Frontier at end of regular game.

    Is there a way to trigger Final Frontier Mod when a Science Victory is achieved, or a Civ has exhausted the tech tree in the regular game (or even say a mod like Caveman to Cosmos) and transfer the World Stats from that game to the starting game of Final Frontier?
  14. K

    Year start problem: Change to 5000 BC does not work

    have you got it to change the global defines? The original entry is located in GlobalDefines.xml (look in the root of the XML directory to find it), and contains <GameData>... ...<Defines>... ...<Row Name="START_YEAR">...
  15. K

    Tall Empire (v1.0) - A cure for the wide / underdeveloped / ICS empire!

    Hi, thanks for allowing me access to your mod. It has now been incorporated :P please check out City State Challenge V3 in the mod browser, also the thread is here...
  16. K

    City States Mod

    Version 3 Uploaded to mod browser. Seef original post for full details,
  17. K

    Tall Empire (v1.0) - A cure for the wide / underdeveloped / ICS empire!

    hi, I'm currently working on a City State Challenge Mod which requires ALL Civs to have to go to war to expand their territory past the culture generated by their capital. Can I include the script from this mod into mine? With full recognition to yourself obviously.
  18. K

    City States Mod

    anyone who fancies having a go, the mod is now uploaded into the mod browser
  19. K

    City States Mod

    ok think I got it working - at last :) Settler removed from build queue - CHECK Settler Removed from Goody Hut - Seems to be the case - 16 Huts, no Settlers, and no Crashes. Free Settler removed from Policy - CHECK! yoour second suggestion of code was causing the game to crash, as was...
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