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    Supernatural Beliefs

    I never really liked Jungles, the lack of improvements you can build on them usually makes me chop them down... Of course it is very powerful if a lot of cities sit right in big jungle areas, but on average for a large empire, I don't think you'll get much more than +3 food per city out of it...
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    Supernatural Beliefs

    Adds 5 Supernatural Follower Beliefs to the game, with Buildings and new Religious Units. - New Follower Beliefs, you may choose up to 2 of them. - Each Belief unlocks a building (e.g. Totem Poles for Shamanism), which you purchase with Faith - just like Pagodas/Mosques/... - The...
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    [Unit] Highlander (Medieval)

    Old thread, but still very nice unit models! I used them in my Supernatural Beliefs Mod Thanks a lot for the great work!!!
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    More Knights

    Used some of your Italian Knights for my Supernatural Beliefs Mod Thanks a lot for the great unit models!!!
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    Danrell's Civ5 Units Thread

    Used a bunch of your Ancient Units for my Supernatural Beliefs Mod Thanks a lot for the great work!!!
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    New unit formation

    Ah, that's the trick... Alright, I think I will keep the Merchant formation and just make it 3 units of the same model. The mod is compatible with everything so far, and I would like to keep it that way - more options for players to combine mods, no conflicts... Thanks a lot for the info...
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    New unit formation

    I tried your solution, but got stuck with a small problem: The formation doesn't get accepted by the game, I receive this error in the Database log: Here the new formation in the xml of my mod: The funny thing is that the vanilla formations.xml doesn't use <Row> at all, it also...
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    New unit formation

    Thanks a lot for this!!! :king: I'll give it a try and let you know how it worked out!
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    New unit formation

    Hello folks! I'm trying to introduce a new "hero" type unit: A player can only have 1 of these at any time, it is fairly strong with fancy promotions. For good looks, I used the "EarlyGreatMerchant" unit formation, which puts the main unit up front, and 2 other units in the back. It looks...
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    Getting the AI to build a new improvement

    Sure, this is an improvement for a different mod, which does work - i watched AI civs build it:
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    Getting the AI to build a new improvement

    I just realised that the problem is NOT the UNITAI_WORKER at all. There is other new improvements which workers do build. There must be some other problem in the xml, some entry the AI doesn't like. I tried adding a flavor to the improvement (which does help for other improvements), but...
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    Wolf

    Used for a "Shaman" unit. --> Supernatural Beliefs Mod Thanks for the great model!
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    Iroquois Scout

    Used for a "Shaman" unit. --> Supernatural Beliefs Mod Thanks for the great model!
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    Getting the AI to build a new improvement

    Yes, I tried both. I gave workers and the required tech for the improvement to several AI civs and watched them over ~10 rounds; I also put my own worker on "automate" after researching the required tech. In both cases, the workers just go to the next city and sit there, idle. If the...
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    Getting the AI to build a new improvement

    I think I found out what the problem is, although it's more a theory. (Adding a flavor or removing those special attributes didn't change anything, whenever I put a worker on "automate", they just park themselves in a city) I suppose the issue is the unit AI. Every worker is defined with...
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    Getting the AI to build a new improvement

    Thanks for the replies! The problem is that there is no other improvements to build. It's for my Prehistoric Era mod, which adds another 2000 years before the Ancient Era. The first improvement players can build is the Outpost, and then later on the Farm when researching Agriculture. The...
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    Getting the AI to build a new improvement

    Hey folks, just a quick question to make my mod work more smoothly: I added a new improvement, the "Outpost", which uses the Barbarian Camp graphics. It can be built in forests and jungles, yields +1 Food and also increases defense slightly for units stationed inside. It all works...
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    Help with custom unit error

    I checked, I didn't have another version of the mod active. I'll have to look through other mods to see if there is some shaman unit... Maybe this should tell me to use more exclusive tags, like UNIT_MYMOD_SHAMAN or something, to make sure there is no interference possible anywhere... The...
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    Help with custom unit error

    Hey folks, I made a new unit for a mod, which pops up an error in the Databas Log. I don't know what the error is trying to tell me, I can't find anything wrong in the xml. Maybe someone recognizes the error, or can point me to the problem, I'd appreciate any help! :worship: Here the...
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    TreeGrowth

    An improvement without growth is easy to implement. You just make a new improvement and use the ArtTag ART_DEF_FEATURE_FOREST. No growth on that one, though, I suppose. For growth you would have to find the contents of this ART_DEF, but I don't know where it is. Searched all folders...
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