Yeah I picked that up from CFC's file depot, it's the tool I was using. For some reason it thinks there is no .FPK in \Assets, and if I show all files it hates on something like...
Terrain.FPK and its cousin in crime, the dreaded terain1.FPK
It geeks out and complains about that not being a valid .FPK
Not sure where these real .FPK files are hiding. There is definitely nothing going by the path Assets\Art\Interface\Buttons\Builds in any uncompressed folder,
I have only Assets\Art\Interface\Buttons\
Actions
Buildings
Promotions
Religions
Techtree
units
No Build folder.
Is Assets\Art\Interface\Buttons\Builds hiding in an .FPK I cannot see in Pakbuild? I've literally been looking for a \build directory off and on for a week now, nothing has changed.
Not sure why this has to be so difficult.
I'll stop thinking about it for a while and get to the real reason for this post!
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The suggestions!
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Before I start to put serious work into this and going explicit, I want to know, is it sheer modding inertia that makes the player unable to train tamed animals once aviation is discovered or is there a real intention to stop the animal abuse from a design point of view?
I could get to fixing the cascade of obsolescences at work here, but I have to know if people even want the player to build Fluffy the Tamed Cave Bear once they can fly?
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Trader units:
Boring Historical Reasoning!
To that end, once Supply Trains are taken off a super flaky building like castles (Castles must be one of the shorted lived building themes), have them the default trader until Mechanized Warfare arrives to supply one with Motorized Freight.
This new Motorized Freight should be at least as fast as a light tank with 4 base move if not more, because of the alarming commonality of the morale promotion.
To that end, as the Cold War started, cargo planes started moving entire armies; where are the troop and trader jets?
Cheers!
-Liq'd