Is it a building or a tech that removes disease from floodplains and jungle?
It's a tech - so Medicine it is then, I guess.
so, do people think hospitals should keep the city increase flag and have sewars just remove pollution?
I think the Sewer Plants are the most natural choice for the City Increase flag - after all the jump from Aqueduct to Sewer Plant is not quite as abstract as the jump from Aqueduct to Hospital.
It's just a thought, but why not let the hospitals give a small bonus to production - after all, with a hospital around, folks are able to heal up faster, recover from otherwise fatal diseases or injury, etc. - all in all, less days in bed, means more days at work (at least that's the concept my boss is trying to convey to me)
- This should still be coupled with the happiness bonus, and perhaps a slight increase in maintenance.
Colonists use the covered wagon animation. I need to go in and fix the units_32.pcx file so as not to confuse. the wagon animation got finished right around the same time the mod was posted, so ...
Yeah ok, I'll just ignore it until you post version 0.2 - it's just that I was trying to clean up the units that use original (Firaxian)artwork in order to have the .ini's reference the files in the original folders rather than require people to copy the files to other folders - I used to be modding impaired once, myself, so I know how blind you can get from staring at an installation folder in Windows Explorer....... anyway, If you wan't the ini's, I can post them here. They're no big deal, but I just wan't to test them, to make sure there's no stupid little mistakes
Oh, I just decided it would be a terribly good idea to test out this mod, the balancer mod, neolithic mod, a mod-swapping utility and a save game manager, whilst starting design on my own up-and-coming mod as well........:suicide:
I'll be joining the society for putting things on top of other things any day now....