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  1. Supercheese

    IndieStone D.U.C.K.S mod

    Wow, this all looks awesome. I'll happily test for bugs when it's released!
  2. Supercheese

    Calling all modders: Airlift Please! :)

    I dunno, I've seen many airports both right downtown and off to the outskirts. San Diego International Airport is right in the thick of things, and then there's Gibraltar Airport...!
  3. Supercheese

    Calling all modders: Airlift Please! :)

    I do not recall seeing an Airport-building mod around. So you should go for it! :)
  4. Supercheese

    +50% Production in Capital with Railroad

    But keep in mind those seem to be integer-value yield changes (+1, +2, +3, etc.) rather than a percentage-based modifier (50%).
  5. Supercheese

    +50% Production in Capital with Railroad

    Yeah, I haven't tested it either, but the combination of the 1 per player limit (National Wonder) and Requires Palace in City would likely work properly. That's the way the Treasury NW works in RoM for Civ4, and I don't think anyone was complaining of exploits there...
  6. Supercheese

    Improvements

    I'm pretty sure that tag is just for plain ol' Routes like roads and rails, not actually Trade Routes. <Table name="Improvement_RouteYieldChanges"> <Column name="ImprovementType" type="text" reference="Improvements(Type)"/> <Column name="RouteType" type="text" reference="Routes(Type)"/>...
  7. Supercheese

    +50% Production in Capital with Railroad

    The "Capital" flag means that the building makes the city in which it is built the capital, IIRC. An easy way to make buildings only buildable in the capital is set them to require the Palace in the same city (under BuildingClasses required in city or something like that).
  8. Supercheese

    lack of function signatures driving me MENTAL!!!!!

    Founds a city at the plot specified by the {iX, iY} map coordinates? That's my best guess...
  9. Supercheese

    Building Resources

    I, for one, am very glad that this mod component has been released -- several ideas of mine for Civ5 mini-mods that were formerly impossible are now easy! Huzzah! :goodjob:
  10. Supercheese

    [MOD] Cinzas, a Post-Apoc Mod Concept

    Cinzas... cenizas... "ashes", eh? Seems an apropos name for a post-apocalyptic mod. :)
  11. Supercheese

    Paradrop

    It's under the Promotions info, rather than Units: <Row> <Type>PROMOTION_PARADROP</Type> <Description>TXT_KEY_PROMOTION_PARADROP</Description> <Help>TXT_KEY_PROMOTION_PARADROP</Help> <Sound>AS2D_IF_LEVELUP</Sound> <DropRange>5</DropRange>...
  12. Supercheese

    Linking Lua with XML, implimenting Classes, and jump tables

    Does this actually let building provide resources, though?
  13. Supercheese

    Units Prereq buildings?

    Yes, there is within CIV5Units.xml a "Unit_BuildingClassRequireds" table (which is unused in vanilla apparently). To get the warrior to do what you want, the code snippet would look like this: <Unit_BuildingClassRequireds> <Row> <UnitType>UNIT_WARRIOR</UnitType>...
  14. Supercheese

    fix for, upgrade siege unit int Rocket Artillery

    I seem to recall another, simpler fix for this issue having been posted earlier. It was XML rather than LUA, IIRC.
  15. Supercheese

    How do you make a unit not obsolete?

    You're most welcome. :)
  16. Supercheese

    Modders Guide to Civilization V

    You might try setting PrereqTech="NONE" (or maybe even "NULL"), rather than deleting it. Could work...
  17. Supercheese

    Noob project questions: +XP for garrisons?

    Similar ideas were successfully implemented in various Civ4 mods (e.g. RifE, IIRC); I recall their implementations having an XP cap meaning one could train units in cities up to a certain XP level but then no further -- additional XP could only be acquired through combat. Methinks implementing a...
  18. Supercheese

    Economy Mod

    Arrrrr, he could be a pirate. :c5razing:
  19. Supercheese

    Custom Leaderhead Development Thread

    Goodness Catherine, you certainly look different than when I saw you last...! :p
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