Recent content by Cruiser76

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    Advanced Civ

    Wow, pillaging roads/railroads by air is a great addition!
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    Civ4 Reimagined

    Wonderful! Does this include new XML possibilities?
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    Enjoying 3.0.1 and some thoughts on food

    Yep. It does help make the early game much more interesting and challenging, but like you said, eventually the immigrants and converts take over. And yes, fishing is too powerful. Bottom line to me is that food should be a struggle, especially in the early game. Read any account of the first...
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    New Population Growth Mechanic [ACCEPTED]

    I also think it would be interesting if the new citizen was not necessarily a "Free Colonist". For instance, depending on the population makeup of the colony, a new citizen could be a slave (African or Native), converted native, indentured servant, etc.
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    [We the People] Bug reporting

    I don't know if this is intended or a bug, but the Native Trader event kept firing in my recent game. Each turn I was able to pay gold to increase relations with a nearby tribe. This was happening turn after turn.
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    Enjoying 3.0.1 and some thoughts on food

    I finally found time to update to 3.0.1 and it is working great! I really appreciate the work that has gone into this mod. I've always thought that food (and thereby production and growth) was too abundant in this game. So I modded it so that citizens eat 3 food, and like settlers, all...
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    Problems with adding National Wonder movies

    Is there a restriction on movies being played for completion of a National Wonder? I've been adding movies to my personal mod and have had no problems with projects and World Wonders, but I can't get the game to play movies for National Wonders. I'm stumped - I've double checked all the xml...
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    [BTS] How to change the behavior of 'work boat'?

    I don’t think it’s possible without modding the AI. It will take more than xml editing. It would probably work if the improvement was tied to a bonus resource.
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    [SDK] Protective trait improvement

    The Civ4 Reimagined mod has this implemented.
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    Other Wonders

    Extra yield by specialist type in city built Extra commerce (gold, beakers, etc) by specialist type in city built Currently these are only available in the xml on a global basis. They would be valuable for any type of mod, including regular building effects.
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    Is there a mod that removed/downgrades the combat RNG?

    One thing Civ 4 Reimagined got absolutely right is limiting the effectiveness of a resource. I believe this concept is part of Civ 5 and 6. It would benefit from further development.
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    Civ4 Reimagined

    Another possible bug: python errors when playing with random personalities. The Foreign Advisor screen will not display. The debugging tool gives the following exceptions: UnicodeEncodeError: 'ascii' codec can't encode character u'\xe9' in position 48: ordinal not in range (128) File...
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    Civ4 Reimagined

    Yes, it’s a good mod, but I agree the razing issue is annoying. I can see both sides, so maybe a compromise would be to make it optional or increase the threshold.
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    Civ4 Reimagined

    Possible bug: It appears that when you capture a city from a player who was using the totalitarianism civic that the two free spy specialists remain, regardless of the civic of the capturing player.
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