Aussie_Lurker
Deity
Thankyou Snarko, I didn't know that. I will place the original file elsewhere then (either that or place the new file in Custom Assets-I ASSUME that this will work?)
Aussie_Lurker.
Aussie_Lurker.
Dale said:This dll is by no means fully stable. Just after I uploaded I found that fighters on carriers cause an infinite loop. (So avoid that combo of units!)
Dale
snarko said:It's running the original file. Customassets override assets.
I'm sure they thought of it while designing the game, and rejected it.Aeon221 said:You should really show this mod to someone in Firaxis.
Dale said:Dom Pedro:
The scope of this mod will not cover supply. That's too high on the micro-management list.
Air units are like now, not usable for field combined attacks. Though fighters on carriers will be used in an attack.
Units perform their correct function (arty bombard instead of attack [I always thought that was ****ED!]).
That's goodDale said:The final version of this mod will have options to turn on/off each concept.
Well there is using it, and there is using it well . I can imagine some parts of stacked combat to be quite an art - taking down super-stacks for example. Bombarding in Civ 3 was always a bit fiddly for the human, and I had assumed that coding the AI was why they dumped it for Civ 4.Dale said:TGA:
The AI does use both concepts. It was actually quite easy to achieve.
Heh. Couldn't have put it better myself!Dom Pedro II said:Yeah... Firaxis took the working system they had for Civ3, decided it was broken, and then broke it trying to fix it.