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    ModBuddy won't start

    Nevermind - found a solution elsewhere. Thanks!
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    Felix Culpa Alpha - Fall Further modmodmod (feedback please!)

    Edit: Updated with second attempt. 2 starting civics in each category (except foreign policy) DOVIELLO ARE BACK IN (fabre and coal are out until i finished them in their own right) Civics got rebalanced quite a bit, and moved around a bit Real CoE only civic got added, which allows you to build...
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    The corporations (guilds) in FF

    An important difference about the guilds in FF versus vanilla Civ4 is that FF corporations don't have headquarters. However, I was experimenting with a new civ for FF. The civ was supposed to follow a colonialist, early industrial theme. I thought it would be interesting if this civ had a...
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    Vehem: CivicClass tag and schema?

    Anyone ever notice that lots of new modmod civilizations seem to come with their own specific civic, available only to the new modmod civilziation? (Traditions, Glory, Lost Lands, Tribal Law, Blood and Sacrifice, plus Crusade from vanilla FfH2). Obviously there's an aesthetic problem there...
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    The guilds (corporations) in FF

    An important difference about the guilds in FF versus vanilla Civ4 is that FF corporations don't have headquarters. However, I was experimenting with a new civ for FF. The civ was supposed to follow a colonialist, early industrial theme. I thought it would be interesting if this civ had a...
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    Bonus and Building question

    If a BONUS_WHATEVER is <bModifierPerBonus>1</bModifierPerBonus> (the bonus's effects are cumulative (ex: so a bonus with +1 happiness would give +1 for each amount of the bonus the city has access to instead of just +1 if it has it or not)) and a Building is...
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    Any interest in a Merchant Prince-style mod?

    In the early/mid 90s there was a series of games called Merchant Prince (aka Machiavelli The Prince), set in the years 1300-1492. The UI was sort of similar to Civilization - you had a top-down grid map of the world with a bunch of cities and terrain features: However, instead of...
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    Modmoding question (tags outside their normal schema)

    I'm trying to make a civic give bonuses to specific specialists. For example, Engineers get +1:hammers: - but only Engineers. Civ4CivicsInfo only allows SpecialistExtraCommerce, which applies to every kind of specialist (and only does types of Commerce anyway). So I went into Civ4BuildingsInfo...
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    Trade Routes mod

    Just curious, have you played Merchant Prince (released later as Machiavelli: The Prince)? It was a strategy game made in 1993 where you commanded a 14th century Venetian merchant house. The entire game was based around trade routes and exploration. (As you started in Venice with a couple...
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    Civics in FfH2

    The civics are a total mess. I'll outline a few reasons why first. Then I'll look at some specifics examples, and propose a few solutions. Overview First, Civics in FfH do not do a good job of portraying specific ideas - the concepts behind them are often fuzzy. Or the concept is clear, but...
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    Challenge modes interfering with victory?

    Without thinking it through, I started a game with Final Five, Increasing Difficulty, and High to Low all enabled. Cultural Victory was enabled and it was Small map size. I started as Illian, got the top score, became Calabim, got the top score, and then became Ljo. As Ljo, I built...
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