The Great Apple
Big Cheese
http://forums.civfanatics.com/showthread.php?t=145278Padmewan said:TGA, sorry if this is obvious & covered elsewhere, but how do you autoplay from the console?
Game.AIPlay [integer]
http://forums.civfanatics.com/showthread.php?t=145278Padmewan said:TGA, sorry if this is obvious & covered elsewhere, but how do you autoplay from the console?
Tycoon101 said:I've played part of a game with your mod: (First game where the AI triple Teamed me ) and I got the message! That is absolutely awesome! Great work!
Portus said:Hi
Great addon to civ 4
Is the revolution source to unzip too..
If you plan add other mods can you think in TheLopesmercenaries, there is also a great mod.
Some days ago i have download this mod with rebellion and play it a little, and i notice if i start in industrial era for example, the rebelds still are warriors, have you check it. and other boring thing was the non stop apperence of rebelds but for what i have read you have repair that.
Dood work
Tycoon101 said:About rebellions (If it hasn't been already said):
If you capture someone's capitol, could you impliment the effect from Civ2- Half the enemies cities will stay loyal to their leader, while a rebel faction will break off and form a new country.
And the mod plays great! Looking forward to the next version.
jdog5000 said:Currently the BarbarianCiv and AIAutoPlay components are working well. Briefly, BarbarianCiv allows Barbarian cities to "settle down" and spawn new full-fledged civs. AIAutoPlay is more of a tool than a gameplay enhancement, allowing the player to turn over the reigns of their civ temporarily to the AI.
Dom Pedro II said:
Wooot! This AIAutoplay was something I was trying to create for my own mod but wasn't really sure where to begin!
Are you going to be making the code files available for people to be able to incorporate this into existing mods?
JFogg said:Ah, excellent! The lack of something like this has always been my problem with the civ series.
If I may, could I suggest at some point in the future adding a component for destroyed civilizations to re-emerge? What I had in mind was something along the lines of, India is conquered by the British, the Indians reassert themselves.
Well the good thing about implementing it using artstyle is that if a mod adds more artstyles then it will still work. In fact, a mod like CivGold (that's the one with the 20 extra civs right?) could add a few artstyles and assign them to civs so that if used with your mod they'd be "grouped" more realistically.jdog5000 said:That is absolutely on the list of features that will be coming out in the next few weeks ... the one thing I'm trying to figure out is what civ should be spawned on the split? In civ 2 (or was it 1?), the new civ was the one that shared the name color, right? The only real notion of relations between civs right now is art style ... perhaps I'll have it spawn a civ with the same art style (if available). (goes off to check XML) Actually, art style looks like a decent descriptor! Not perfect (England would have the same chance of spawning America as Spain or Russia), but at least something.
Twisted_Stixx said:jdog500 I was playing around with your mod and relized you can't form any PA's with the civilizations that have formed is this part of the mod or a bug?
Rabbit said:Well the good thing about implementing it using artstyle is that if a mod adds more artstyles then it will still work. In fact, a mod like CivGold (that's the one with the 20 extra civs right?) could add a few artstyles and assign them to civs so that if used with your mod they'd be "grouped" more realistically.