MagisterCultuum, I saw you posts in the More Naval AI thread and I'm going to check out you mod as well.
Just a quick question about installs: can I install your mod in a clean civ IV install with latest FFH+More Naval AI and still play both mods from that install? Thanks.
*facepalm* That's it, of course! Thanks man!
Thanks for the update Tholal! It is awesome that this mod still is in active development! I hope your family is well :)
Hunters definitely used to upgrade to assassins, according to civilopedia as well. Couldn't upgrade my nightwatch to assassin either.
Edit: looks like there was a problem in that particular game; in another game I could upgrade hunters just fine.
This mod is awesome; I was crushed by Tasunkes mega stack of War Cried bronze axemen playing as Ljosalfar on prince (yes, I suck at this game :P)
On another note; I was exploring with my initial settler, and on turn 2 I noticed Sheaim had popped an epic dungeon with his initial scout. Looking...
In 2.1 I still had the problem where gargoyles spawned by that unique mountain annihilated AI first city. Gargoyles possibly spawned within city border.
The game was probably marathon or epic.
Gargoyles will attack cities if there is no culture border around the city (city in rebellion), but I am fairly certain the gargoyles in question attacked an AI city with normal culture buffer.
Fired up FFH with latest version of this mod and it looks really good. The only problem I saw was that the AI goes crazy with popping dungeons. I had multiple civs destroyed by high tier dungeon spawns very early in the game, and I don't remember seeing this last time I played FFH (granted this...
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