Would it be possible to have the following tags on the unit file and have them exposed to python.
- For the Immigration mod
- Minimum population in a city required to build the unit. Similar to that for buildings.
- For Subdue Animals (So I can move stuff out of the code) all optional
- name of potential subdued unit eg UNIT_SUBDUED_ALBATROSS
- hammers from kill (default 0)
- food from kill (default 0)
- gold from butcher (default 0)
- resource to be possibly placed instead of subdue.
I don't really c2c mod. everything have different names. and it seems like it is too easy (on level 3) with all the buildings that provide resources. the most ridicilous thing is that my unit rides on a deer. what's up with that?
You can turn off the Alternate Timeline units in the MLF if you don't like them.
what is mlf
@blackCat
You could always go the cloth path and find something with fibers to make your rope and sails, such as cotton, wool, silk or hemp. Sometimes you will have bad luck but for the most part you should be able to have some resource that allows for rope or sails.
At worse you could go around in wooden canoes since those don't take a resource.
Even the Tannery?
Then what DO you build? Just about every building has either -, , or -.
And the negative - for research buildings is to help balance things out. All public/civic buildings such as utites, fire, police, education, etc were given -. The original plan was to give more than just -1 but so far it has worked out ok. Maybe in the future I will increase it for some more valuable buildings. That includes research ones.
ok it's working, i've got some cotton near a city so i build the cotton plantation and so and so to the shipwright.
Thanks for that.
But how can i do good leather or good wool ? with cow, bison or sheep ???
*points to my signature*Is there a way to see a screenshot of the current tech tree? Last I remember playing techs in the much later eras (like Galactical) rarely gave anything, which I inferred meant that balancing the later era in terms of techs was still being developed .
There are bldgs that don't have those ugly penalties attached and I build them.
Yes I do build some that have the penalties But Only when I can Afford it. I hold off on Libraries and Univ. until I have a +gold /turn that will support their being built. I build Forge and Tannery when I have enough Healthy faces to offset the they carry. It's a trade off. And I find that to keep a balance I have to be really selective and an Efficient Micromanager to add deficit bldgs (as I call them now) to get a boost in research, culture or espionage. Even the Bazaar chain is not built until I can offset the WW and faces.
Plus I'm at War! I Have to have a +gold per turn to keep pace with Upgrading and building New units (maintenance costs added that you all Love so much ). Plus the added Cost of a new city whether Captured or Built.
Do you all just play with 2 or 3 cities the whole game? Cause the way you talk that's the impression I'm getting.
On the subject of War and Sustained War, WW is now manageable again! Hallelujah!
My research % has been as low as 20%. I do not lead in that category anymore on Noble with C2C v18. The highest I can sustain(on an irregular basis) after Prehistoric Era is about 60%, with 10% Culture, and 10% Esp.. Most of the time I'm at 45 - 55%.
If you all are "swimming" in Gold then you are Not fighting sustained wars (constantly building new units to replace those lost in fighting) nor supporting captured Cities.
So I find you claims about "swimming" in gold "hard to swallow" too.
JosEPh
Did something happen to the "Fixed Borders?"
Interesting, I was swimming in gold until I switched from Patrician to Senate. My income dropped from 270 to 10 gpt. So I can appreciate JosEPh_II's predicament.
Just downloaded (via your link) and installed the mod, made some choices (Asoka, 5 civs in all, nothing else changed), and launched. Got a runtime error that closed things.
I've not had this occur with any other BtS mod, and I've got several I play fairly regularly: WinXP, 32 bit, no problems. Even Realism Invictus runs smoothly. Any idea what might have caused this?
; Modular XML Loading
ModularLoading = 0