Would like to see the "Replaces all Impr. with this Flag Checked" cloned/duplicated to encompass a second/separate family of bldgs ala Coal/Hydro/Solar Plants.
Don't want to use the req bldg route because I want one or the other (or the other...) - not both
Aside from the hard coded (or...
I just switched to a different C3C .exe and editor just to see if there were any overt differences and did some stuff in each. I won't name them until I feel it's necessary.
When I opened the editor at a later time I found in the improvements tab ALL the bldgs/wonders had Masonry as their...
Was perusing this forum while slogging thru my eternal WIP and saw a mention that the dialogue box could be reduced in size.
How is this done? Thanx in advance and retro thanx to the various creators of all the wonderful stuff I have availed myself of....
Good Morning Folks:
Couldn't find an answer in my forum search so I'll ask here...
I have DD and CV ASW Helos - air, radar, immobile, detect invisible - and I did learn they will NOT detect subs in the 8 surrounding squares in a recon mission.....
But what about the middle one ...
Forgiveness if this has been brought up before but I just noticed it.
Opened the editor and noticed all the land units down to Guerilla had ignore Sea move (only) costs in the Ignore Move Cost box highlighted. No land units further down were so marked.
I noticed it in my mod so I opened a...
After all these years of shamelessly downloading hundreds of files for my modding pleasure I'd like to give something back. I made these for my mod (Gunpowder Tech) after I couldn't find any that really tickled my fancy. Wikipedia of course ;)
I would also like to explain how very easy is...
Want to add a new tech to fill the longish gap between cannon and artillery.
Call it "Rifling" or "Ballistics" ??
And put it next to Nationalism or Industrialization ??
Basically the advent of indirect fire. I know Parrots and Whitworths (et al) were rifled, but they were direct fire...
Working on a mod using the RAR tech tree with some of my changes to it - everything else is mine. All the Medieval techs have been added in the editor. Game loads ok. Build my first city and go to Ancient tech ok. But when I go to Medieval Tech screen I get a crash error msg...
Just modded in a new building "City Jail" to dent corruption a little. Its stats are practically identical to the Courthouse (a little more expensive & courthouse as a prereq.). So just for a little bit of flavor I made it produce a worker every 10 turns.
I do believe in...
Can anyone justify the default 10% def. bonus in water squares?
I searched this sub-forum and didn't find any discussions.
My instinct is to crank it down to zero for my own modding pleasure.
I'm thinking that would more accurately reflect naval combat.
Thanx in advance for input:)
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