Thanks. There shouldn't be a comma after the last building acording to the example, something I missed. I thought we had it there. I edited. Checked, fiddled, checked again. Nope, even without the comma things are exactly the same. Units assigned to Temple are unbuildable. I assume things work...
First: an awesome thing, completely changed game for better. Worth it just to limit railway speed. Thank you.
However: I've been busy assigning units to buildings and I've hit a wall. I've double-checked everything to no avail. Any known issues here? Re-typed, moved etc. Zilch. Currenlty using...
Cheers - yes all the units are all Kings, simple immobile spell thing summoned, then upgradable to a chain, each assigned to a different civ - so each gets intersting creatures, but not too many. Sounds as if I could change it so each got a selection of creatures in order, which could be fun...
Hello folks,
Got a building that summons a plain unit (a summoning spell) that get upgraded to a creature depending which Civ you are. I've noticed that if you accedentaly have two possible upgrades you get both in turn, so hit on the idea of letting all civs getting all the creatures. So, is...
Been playing modified fantasy versions for so long I had forgotton the original, thought they started as Sages too, but don't even in Ancient times. Scientists then. The ones that add to your research.
Hello,
Right, you turn a citizen into a sage and the city screen shows gold going into research increasing. Back to your domestic advisor screen and the amount of gold assigned to science shown at the top doesn't move. Your city shows the extra gold created under the appropriate city but if you...
Cheers. I found out you can't go over 256 builduings the hard way - by planning out a game where each Civ got its own Temples, Castles and so forth only to rapidly run out. I have exactly 256 'buildings' (many are actually just there to represent abilities such as new citizens or resources...
It's on the forum - https://forums.civfanatics.com/resources/c3x.28759/
Now at version 15, I am running version 8, so now I'll have to see what's been added - it says that buikldings can generate resources, sounds fun. The paved roads thing works rather well but you'll probably have to give it...
Thanks - yes I did make it expensive to run - originaly 10 gp/t, now 8.. But in games where I have 20+ of 2gp/t buildings where costs appear to vanish, my income goes down not up when I build it, despite the visual conformation. Can't figure it. It is one of those buildings where you need...
Thanks. Yep, although obviously I've dome something wrong. I edited the SAM.ini file to use new flc files in the same directory, as you appear to have done. This sits in the main Mod fodler and should override the original. Not so important now though as I went off the idea and used 'Air...
You got it to work? I tried replacing the flc file in the SAM folder to no avail when I wanted a counterspell effect for a fantasy game that had anti-magic buildings. Still got missiles shooting down spells though, so I guess it was using the files from the original game, rather than the ones in...
Hello people.
So - I created a Wonder that has the 'pay maintenance for trade installations' flag set. I set a couple of buildings as 'Commercial' and played away. The little images of red coins showing maintenance cost vanish across my kingdom, but I am still actually paying it, there's no...
Sorry for not replying much, much sooner. Just in case you haven't found out: the C3X utility chap (the original post had a typo) enables you to set a maximum rail speed in a text config. file. Only drawback is all your units travel at this, so cavalry don't have an advantage on home soil. It...
Thanks! Nothing to do with flavors, with no traits the first Wonder you build will fire-up a Golden Age - useful to know as it changes the game a little. The plan I usualy use, of waiting for a gov. that can use the extra coin is much riskier, as you have to hold off building Wonders right at...
Worth investigating. You can run it without modifying your exe files and all effects are optional using a plain text config file. At last the enemy approaches your cities sporting artillery support, plus adjustable anarchy time and a game crashing bug ironed out - the one that bombs the game...
Chaps,
I've been play-testing and Golden Age can be triggered just by Flavors you've given a civ: since I've removed all civ traits and just use flavors and it still fires. Traits gave a chance of a Golden Age, but it would appear that using Flavors triggers it every time, or have I just been...
Looks good in the game, I've added it as the ultimate monster for my sea people, in two colours too. It is truly huge: it covers an entire city. How easy is a size shrink? If you've tried or thought of that I would love to see.
You may be able to edit the batch file and make multiple versions of it, beyond me though. At least it is an easy text edit when you change senarios - just make one config file for each version you want and rename them before you fire up. Best I've got.
Okay, well I sorted it. I took the roads, converted the indexed palette to greys and added an extra row of 8-way junctions at the bottom. Bingo, your brown tracks are replaced with grey paved roads exactly. It's a pity the original cobbled set didn't work, but they were a little too thick anyway...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.