JFD
Kathigitarkh
I've begun compiling a compatibility patch for your civs with Gedemon's YnAEMP. It'll take a bit of time, because there's just so many of them, but I thought I'd give you a heads up.
That's nice, PM if need help.I've begun compiling a compatibility patch for your civs with Gedemon's YnAEMP. It'll take a bit of time, because there's just so many of them, but I thought I'd give you a heads up.
The Cherokee seem to be on the weak side with a situational ability that can potentially never trigger. Perhaps you could add to that ability a science boost from killing units from a more advanced civilization? Similar to the Aztecs, Honor opener/finisher, etc.
Then I have to ask if you have the newest version, the one converting science into culture. Culture from specialist wasn't working (because it was based on XML... ).
However, a much bigger problem was present: the Olmecs spawn off the coast of their location! The settler could move onto land but the warrior was stuck. It needs to be moved up a tile.
I always wanted Swiss Guard to show floating +1 each turn, but it is impossible without DLL. I can make Faith and Culture be updated each turn, it will be shown as "... from Building". It would still be nothing close to how it should work (updating when moving Great Works).Ahh, okay, it doesn't show up in the counter thingy. That's a touch disorienting, is there anything you could do about it? Also the notification is indeed a touch too frequent - I'd only have it pop up whenever the cost changes,
Depends.Say, to the UA descriptions, could you add some more numerical values? A few of them particularly stand out as being a bit vague.
+1 GWP per Mountain tile owned in the city with the Guild. (modifiers work)-For the Durrani, do mountains provide a flat 1 GWP? Does this only apply to the city that the Guild is in or do other cities provide points for having mountains of their own?
3 + 3 * plotYield -- nearest founded city or capital-As for the Hetmanate, how much food and production are we talking about here? Is it a fixed number of points or a percentage?
Not really needed.-Is the science boost that Scotland and Bulgaria get equal to if they'd expended a Great Scientist? If so, add that to the descriptions!
This one is described in OP, "[floor of (numLandTiles / 9 / numCities)] * numCities".-How many tiles does it take to add one happiness point for the Sioux, if it even works that way? I'd figured that it was under the Happiness for number of Cities thing, but it seemed to me that my capital had claimed every tile in a radius of 3 and I was only getting like one happiness point out of it.
Power:-However do the power and number of barbarians increase for Gallia? Do the barbarians just spawn suddenly or does it mean their rate of spawning is increased?
I don't want to lie. It gives you every second city using Player:Cities() method and I would bet reload will not help.Ahh, okay, thanks for the information.
Just tried out the Timurids, finally. That...was actually really damn satisfying. Just my luck, Rome spawns nearby, and I hadn't thought of getting them until they settled a city spot I wanted...and kept settling, and settling, and settling, they had like nine cities up and running. So I arranged an elaborate plan to float units around their coast and attack from the undefended north of the capital, sniped Rome itself...and all the sudden the resident massive superpower is scrambling amongst itself. The best. And I don't even have my unique units up yet - can't wait to see how fleeing enemies or super fast spies or sabotaging city walls works out. I can't believe I'd thought these guys would be boring, they're now probably one of my favorite civs, mod or no.
I do wonder though...the specific city they settled next to the natural wonder I wanted didn't turn into a barb city. Is that random? If I were to reload a save from before I took it, is there a chance that the cities will be different or is it based on population/proximity/other factors?