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#81 |
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The White Wizard
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The AI is not under modder's control, sorry.
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"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#82 |
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Warlord
Join Date: Jan 2008
Location: Orlando, FL
Posts: 125
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Before installing, I am wondering if there is any changes to the AI so they are aware of these concepts.
Keeping units nearby cities with military bases, for example. Just wouldn't want to add an extra burden to the AI I can use against it, but it is still too stupid to use back.
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I found Rome a city of brick, and I left it a city of marble. |
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#83 | |
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The White Wizard
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Quote:
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"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#84 | |
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Warlord
Join Date: Jan 2008
Location: Orlando, FL
Posts: 125
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Quote:
Sorry for the wasting of your time :{ On a side note, I just realized you created ROM! Which is like my favorite Civ4 mod. It made my life grand. I hope you get around to doing something similar for Civ5. You made Civ4 amazing :]
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I found Rome a city of brick, and I left it a city of marble. Last edited by omglazers; Oct 09, 2010 at 10:44 PM. |
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#85 |
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Chieftain
Join Date: Oct 2004
Posts: 41
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Played some games now with this mod (together with several of Thalassicus' balance mods) and I can confirm the AI does build walls, castles etc. It seems, however, it tends to build 'em mostly when under threat, which, given the long build times everything has, is often too late to even notice.
In my last game I had India on the other continent growing too much: it declared war on a rather small - and behind - America, and - since I had lots of spare gold at hand - I gave several thousands coins to Washington as I didn't want to get directly involved. Result: he immediatly bought defenses for his cities with that cash. It wasn't enough to stop the warmongering Gandhi ( ) but at least he tried. As such, this mod could work well together with the Battle AI one (will be my next experiment), as that one rebalances AI priorities, making the AI more prone to build and train "defensively" not only when IN war, but when PREPARING FOR war. Worth a shot, I guess. Last edited by Kadath; Oct 09, 2010 at 10:52 PM. |
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#86 |
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Deity
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still no attached file in the OP! Please!
Mod browser is not working, after some few seconds it goes all blank...
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creator of: Clashing of Empires (A standard sized version of Rhye's Civ for Civ 3) My civ5 ideas: - Conditioned Technological Development | Unit maintenance & supply | Land Unit Combat idea for 2 UPT |
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#87 | |
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Wanderer
Join Date: Feb 2003
Location: traveling
Posts: 75
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MOD BROWSER GOES BLANK PROBLEM THE SOLUTION I found on the 2K Forum:if you are using a router, and the router has its own firewall on, it causes problems. At your own risk of course turn off your router's firewall, BUT not the windows one!Well, I hope it helps some of you, Greetings Viator
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vanitas vanitatum et omnia vanitas Last edited by viator; Oct 17, 2010 at 01:22 PM. Reason: Think I found the solution .... |
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#88 |
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Emperor
Join Date: Apr 2010
Posts: 1,003
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Hello, get this error in the database.log :-
[6232.271] Database::XMLSerializer (Features/ACD/Lua/InGame.xml): 'Row' or 'Delete' expected, got 'LuaContext'. |
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#89 |
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Prince
Join Date: Mar 2009
Posts: 470
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I don't believe it's possible to increase either hp or heal rate (to cities) via buildings. You could give castles +4% or +5% increase to trade route yeilds (extra tarrifs). And military bases could provide +15xp (including air and sea domains) or a +25% military production bonus.
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#90 |
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Warlord
Join Date: Jul 2007
Posts: 207
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re evalis
city healing rate is accessable...the question is whether it is possible to trigger a change by constructing a building. If it is, then I think it might be possible for you to do the following as well : maybe add a building called archer's tower or alike, which boosts the city's ranged attack range; this way, when mostly-dead enemy try to run away and let healthier ones continue the siege, it is possible for the city to snipe them dead. BTW, city attack range is defined in GlobalDefines.xml. also, after some play test, it seems boosting the base city strength and per capital strength a bit would be very nice insofar realistic city siege goes. I tried to boost the HP of cities higher (to 35 in my game) and it worked wonder...since there would be some sort of multiplier effect with the higher strength from walls.
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Aye, = . Cheers!
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#91 | |
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Prince
Join Date: Mar 2009
Posts: 470
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Quote:
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#92 | |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Quote:
Namely, Lua. ![]() I'm fairly sure that's what he meant by "accessible".
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#93 | |
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The White Wizard
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Quote:
![]() I could heal units from 5 tiles around the city, or any number. I could heal all the units in your empire, or injure them, or whatever I feel like.
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"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#94 |
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Prince
Join Date: Mar 2009
Posts: 470
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#95 | |
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Chieftain
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Quote:
![]() Oh, there was one thing I was curious about, is there anyway to "repack" the great generals fort? I.e. if you place the fort to defend your original borders - the corner of africa for example, but then expand, can you find a way of moving the fort to your new border edge? |
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#96 | |
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Warlord
Join Date: Jul 2007
Posts: 207
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Speak of god, some kinda of cure-all building might be nice...something you can build over and over again, each time w/a higher cost, and upon completion you get a one time cure-all bonus? Or maybe let a WW have the ability to raise the HITPOINT of all units by 1? It seems that since Civ 5 uses hit points not just a percentage, it is possible to play around with that aspect of the game a lot. It does make sense for things like walls to increase the max hit points, rather than strength...or maybe you can build an improvement (named wall?) that creates a defense-only, high-hit points structure that is designed to block enemy progress for a time being?
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Aye, = . Cheers!
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#97 | |
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Marquis
Join Date: Dec 2009
Location: Florida
Posts: 197
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Quote:
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"Oh! This is catastrophic! ...but it isn't serious." -Zbigniew Brzezinski - on the importance of the WikiLeaks release of US diplomatic cables. |
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#98 | ||
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The White Wizard
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I said I could do it, not that I would. I don't think such a mod would be fun.
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Quote:
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#99 |
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Chieftain
Join Date: Oct 2010
Posts: 2
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I'd love to download this mod, it sounds great, however I can't seem to find a link to download it anywhere on the site...
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#100 | |
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Deity
Join Date: Mar 2009
Location: Hanover Park, IL
Posts: 2,786
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Quote:
.
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"The best [mod/modcomp] releases are things you did for yourself, as then you are less upset if it appears that nobody else is using it at all. " Xienwolf (responding to a potential modder in SDK/Python forum) You want to play superb Civ4 game? Try Rise of Mankind's expansion A New Dawn by Wizard Afforess. |
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