Recent content by 12monkeys

  1. 12monkeys

    Cities Gap 4

    Small sidenote: Regarding the importance of water ressources, you may check this here: https://forums.civfanatics.com/threads/any-way-of-increasing-rivers.604651/ It could be used to compensate the dead spot effect.
  2. 12monkeys

    MOD IDEA Cities remain their art style when captured

    Nice idea, I like it. But I have strong doubts that it will be feasible, even with the modding DLL.
  3. 12monkeys

    Production Queue

    Great Idea!I would definitly appreciate a "repeat" option. At least for those "projects" at the end of the of the list (cant mind the excat name right now).
  4. 12monkeys

    Production Queue

    You don't need to abandon the game. All you need to do is rename / move the files named in the modinfo. If the modinfo persists, but the files can't be found, then you can continue the game without the mod.
  5. 12monkeys

    Production Queue

    I really like this mod. I gave it a try in a previous version and experienced certain problems already documented by other users. Now I will give another try, as quite a lot of bugs seems to be fixed. I just would like to ask you one very small favour: could you please add any version info...
  6. 12monkeys

    Any way of increasing rivers?

    Yes, I think can confirm. The below values lead to lots of rivers of all length. local riverSourceRangeDefault = 2; local seaWaterRangeDefault = 2; local plotsPerRiverEdge = 6;
  7. 12monkeys

    Any way of increasing rivers?

    As far as I can read the code, the numbers define certain conditions, where a river source can be put. The values seems to have the followin meaning: - riverSourceRangeDefault = distance in plots to the any other river source. - seaWaterRangeDefault = distance in plots to ocean coast. -...
  8. 12monkeys

    Would a mod to make units appear smaller on the map be possible?

    Yes it does. I increased Rocket Cruiser with it.
  9. 12monkeys

    Restart saving your previous settings or just regen the map?

    look here: http://forums.civfanatics.com/threads/restartbutton.603951/
  10. 12monkeys

    Any way of increasing rivers?

    There are some global parameters in GlobalParameters (all starting with "RIVER_"). But looking in the related LUA file responsible for rivers on map creating (\base\assets\maps\utility\riverslakes.lua) makes me think they are mostly ignored or capped. So I suggest you to play a bit with the...
  11. 12monkeys

    City Workable Plot Range

    I already have modfied this parameter to 4. The effect is that the city will use tiles more far way, but you will not able to "manually buy" anything beyond the 3 tiles limit. As far as I know, this would also require a change in DLL as it was in Civ 5.
  12. 12monkeys

    Builder Mod

    AI will get the same amount of builder charges. I don't think that it will have any major impact and I havn't noticed any AI Builder swarms so far. Nevertheless, it may be, that there is an impact on building strategy in early game.
  13. 12monkeys

    Builder Mod

    Well, I do understand you thoughts. Of course it would be possible to also adjust the increase of charges from Pyramids and Public Works to keep the ratio of effects. But my major intention was to have builders more like the ones in Civ 5. If you feel this will unbalance the game, then you may...
  14. 12monkeys

    Less barbarian aggression and spawning over time

    About actual status of LUA modding and known restrictions you may read this here: http://forums.civfanatics.com/threads/current-status-of-lua-modding.603706/#post-14543929
  15. 12monkeys

    Barbarian Full XP.

    Mmmh. I have doubts you will achieve what you want with just tweaking some parameters. But anyhow: Good luck! :-)
Top Bottom