Recent content by Bluemofia

  1. Bluemofia

    The Playground Mod - Download link update

    Update due to Google Drive's new security features
  2. Bluemofia

    The Playground Mod 3.0

    Bluemofia updated The Playground Mod with a new update entry: Download link update Read the rest of this update entry...
  3. Bluemofia

    The Playground Mod 3.0

    Sounds good, glad to hear that you were able to get to the bottom of it. Yeah, the Barbarians are a bit tricky to play in the mid game when the other civs start to get beefier units, and they tend to lag behind a bit in the mid game. Other than out-macroing the AI and crushing the neighbors in...
  4. Bluemofia

    The Playground Mod 3.0

    Ah, it's been a while. Not sure if you are still playing, but if you can pass me the save file, and screenshots of the Barbarian Hordes you were trying to upgrade, I can try and look into it. The usual upgrade problems seem to all be checked: * Rules need to have the "Upgrade Unit" checkbox...
  5. Bluemofia

    [C3C] Removing Standard Trade Bonus

    What you want to think about, is why people would choose peace time governments: They are planning on growing economically, in order to maximize productivity/commercial/scientific growth. War time governments are cashing in on said production/commerce to build military units to defeat their...
  6. Bluemofia

    Modding Q&A

    It is only one type, at least in the default editor. I've tried very hard to enslave multiple types for The Playground Mod 3.0, for we wanted the Senso units to enslave to whatever they defeat, rather than a set unit. The base editor does not allow you to select multiple units unfortunately.
  7. Bluemofia

    Differences between official editor versions?

    @Solborn , SGLs not working is not due to the editor breaking, but rather a bug with the base game that causes the Scientific Golden Age to not gain the effects of an actually increased science boost. I recall being able to use SGLs to rush GWs in The Playground Mod 3.0, and I used the Cracked...
  8. Bluemofia

    Modding Q&A

    Can be sorta countered with units that stealth attack settlers/workers specifically. The unit can only target those units, unless there are none in a stack. May or may not be useful for what you are designing.
  9. Bluemofia

    Kardashev 3 Mod (or, yet another space mod) development thread

    This is the AI cheating that I was describing. Even if the sacrifice flag is removed, the AI is able to sacrifice units with the Terraform AI Strategy flag if they have access to the tech to sacrifice, but the human player is not.
  10. Bluemofia

    Kardashev 3 Mod (or, yet another space mod) development thread

    That defeats the purpose of having Sacrifice in the first place. I want it to be available to use Military Units/Capital Ships to generate "Propaganda Broadcasts" to sacrifice and generate culture by winning battles. This allows you to generate Culture via military action, such as having a civ...
  11. Bluemofia

    Kardashev 3 Mod (or, yet another space mod) development thread

    No, I do want them to be captured, just not sacrificed for huge amounts of culture. Defensively armed workers run into other issues, such as being able to use them to act as Military Police and generate happiness, and be able to defend cities from military units for at least one or two turns...
  12. Bluemofia

    The question of render.

    My point is to contact the company responsible for creating the Cossacks game, rather than going through a roundabout way of going to a forum for a completely unrelated game. You may have better luck with the GSC website, and scrolling down to the contact section: https://gsc-game.com/...
  13. Bluemofia

    The question of render.

    Don't know about Cossacks II, but Cossacks units were converted to Civ III by Steph: https://forums.civfanatics.com/threads/the-cossacks-conversion-collection-2.50408/ It would be more appropriate to ask GSC on how they did it, as this question is more related to how they created the units...
  14. Bluemofia

    How to make a Civ play with only one city for the entire game

    The easiest method I can think of is to mark Settlers as unbuildable for all civilizations, and by manually changing the difficulty level's "Number of start unit type 1" to 0. However goody huts still have the possibility of spawning settlers and cities except on Sid difficulty, so this isn't...
  15. Bluemofia

    Modding Q&A

    @MartinLuther I take it back, I was browsing around, and found a conversation on this a few days ago in the General Civ3 discussions section: https://forums.civfanatics.com/threads/what-causes-global-warming-and-many-other-questions.643381/#post-15396691 So yes, if you let pollution sit, it...
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