is it possible to remove the prehistoric era stuff? the mod was working fine until that got put in it just doesn't seem to be working with the AI.
Dont listen to him Gilga, its great mod just needs to squash all the bugs.
I can imagine AI will be huge problem but you can make it..good work and good luck in future.
Can we add a new era before Ancient to deal with the problems, and create more construction choice in the early eras?
So do team not going to realize my suggestion of organized tech-tree (ancient > classic-medieval > renaissance-industrial > modern)?
There is no potential for the permanent extension of tech-tree without some limits.
Ok, good, then where i can look at tech-tree for "Stone Age" (because it will duplicate many techs of ancient) and what do "Chrome has designed (Industrial/Modern)".
local g_PipeRevolutionaryWarfare = InstanceManager:new(
local g_PipeEnvironment = InstanceManager:new( "TechPipeInstance"[CODE]
Good question i can only say what was left in the code "Revolutionary Warfare and Environment. The 3. is disappaired and that was the reason for the broken techtree.
For the techs, all files are located under CCTP/Technologies/Technologies.sql.
Open it in modbuddy and look for settler, spirit and nomad. There is no exclusiv SA era yet.
Yip would take some rework, but iam thinking of giving "Stone Age "era only one techcat (all other eras have 3 )
Code:Yip would take some rework, but iam thinking of giving "Stone Age "era only one techcat (all other eras have 3 )[/QUOTE] It may be good idea if you add some playability for game without cities (because they actually appeared only in neolithic times). May be it should be like game at barbarian side.
It may be good idea if you add some playability for game without cities (because they actually appeared only in neolithic times). May be it should be like game at barbarian side.
Yeah. We need some proselitism.