JimMorrison
Philosopher Poet
Ah- Makes sense now. Yeah, Reindeer would be horrible.
My people demand to be allowed to consume Reindeer.
Oh, and I second 'Elk'.
Ah- Makes sense now. Yeah, Reindeer would be horrible.
Hi I just noticed a new Modcomp in the new Civ4 downloads for April on the main page - a feature that lets you examine a newly conquered city before deciding whether you want to keep or raze.
Could you please include this in the next patch? This is one feature I've been missing from day 1 of Civ4! IMHO, they should include it in the vanilla game!
I didn't get an answer about Austrin monument, Vehem. Any reason to ignore me?
13. Reverted the change to keep city defenders in the city when withdrawing - potential exploit to protect cities using high withdrawal chance units
Which color/material do you want the bird?
I didn't include any internal texture and I don't use paint.net. The .dds was made via photoshop plugin and .nif via 3ds max exporting tool. The only reason for some weird things may lay in my bad knowledge of the exporting plugin settings when I did it. However I've tested it in the game and it works fine .
Current Version Changelog
Patch M (unreleased - will break save games)
(Rev 492)
1. Great Person artwork should be included properly in all patches (not just the ones that I force it to be included).
2. Reduced effect of worldsize on guild yields.
3. Fireballs gain enhanced range and strength from caster promotions as in base FfH again.
4. Hotkeys to cycle cities now zoom to the capital if pressed with no city selected. Work as normal if a city is already selected.
5. Chance Per turn for an event moved to global define instead of using era info and making them all the same (Modders can easily modify the rate at which events occur).
6. Min/Max age Prereq display on promotions no longer adjusts the output based on current gamespeed, since the requirement doesn't adjust (just the speed at which you age).
7. Fix for Global Events so they should be capable of happening again.
8. Fix for Technology weight in scores not being Era based anymore.
9. Fix for Doviello Skuld having no offensive strength.
10. New Troll Models from Deon.
11. No Inflation TXT_KEY fixed.
12. Fix for Archers attacking units that they won't actually hurt.
13. Reverted the change to keep city defenders in the city when withdrawing - potential exploit to protect cities using high withdrawal chance units
14. Included Pearls in the Scions luxury-modifier for awakening rate (was checked before, but not included in the calculation)
15. Added Feral Trait (peace with Animals from start) - from Fall Flat.
16. Daracaat becomes Feral instead of Barbarian
17. Doviello become Feral (CivTrait).
18. Added "PrepareExpedition" project - allows an Austrin recon unit to found a city (one shot per time project completed).
19. 3 Stooges get Giantkin promotion.
20. Added Wizards Hall building - from Fall Flat.
21. Reworked Jotnar spawning to scale with GameSpeed, current number of cities and current total Giant Population (quicker start, slower late game rather than the reverse)
22. Kahdi gate creatures adjusted - mostly as in Fall Flat.
23. Honor/Deception blocked for Agnostics - from Fall Flat
24. Malakim more heavily favour desert on FlavourStarts - from Malakim+
25. Removed Nomad Camp, Added Bedouin improvements - from Malakim+
26. Gave Sanctify the ability to remove Haunted Lands - from Fall Flat.
27. Scorch can now alter several other terrain types - mostly as in Malakim+
28. Enabled more "TeamShare" wonders - from Fall Flat.
29. Added Hunters Hall at Tracking - from Fall Flat.
30. Made Imperial Cenotaph into a UB Courthouse - from Fall Flat.
31. Added additional Disciple training rate to several temples/holy cities - from Fall Flat.
32. Added some buildings to Organized and Expansive's build lists - mostly as in Fall Flat.
33. Reduced cost of Kahdi gates - from Fall Flat.
34. Added info for Kahdi gates - from Fall Flat.
35. Doviello gain +1 Hammer on Tundra, +1 food on Snow and +1 food from Camp
36. Added Merchant Trait for Varn - from Malakim+.
37. Malakim get +1 further food from Oases - based on Malakim+ (think that had +2)
38. Jotnar start with a citizen instead of a worker.
39. Allowed Oases to be improved - they're actually very desirable features for any civ now.
40. Removed Death I from all Vampires - from Fall Flat.
41. Improved Burning Blood (more chance of expiring without betrayal) - from Fall Flat.
42. Dexterous improves ranged attack cap by 10% - based on Fall Flat (15% in FFlat)
43. Forest Stealth grants +1 poison (Svart units in woods) - from Fall Flat
44. Added Cleric unit (Bannor only - grants a "March" promotion to all units on tile) - based on Fall Flat (FFlat's version has an active heal spell rather than passive promotion)
45. Divided Soul now handled through promotions (for upgrades) - from Fall Flat.
46. Crusaders/Paramanders now able to take weapon promotions (strengths reduced to 5+1 and 6 respectively) - from Fall Flat.
47. Jotnar can upgrade Citizens to workers
48. Jotnar TXT_KEYs fixed now include entries for the missing languages (all in English, but should prevent the missing text problem on non-English versions).
49. Jotnar unit upgrade costs adjusted.
50. Jotnar Palace grants +2 instead of +2
51. Jotnar Capital starts with a Monument for free.
52. PyPostCombatWon/Lost exposed to Python (for modders)
53. Jotnar bonuses for Wind/Watermills reduced slightly - they were too much of an "only choice".
54. Hardy III withdrawal rate fixed (should be +20%, was previously +50%).
55. Added Dervish, Malakim Champion and Anubites units to the Malakim - from Malakim+
What about Jotnar workers gaining xp for nothing? I think they could get xp from spirit guide too, but I am not sure.