Recent content by dan14444

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    Terraforming marsh in RFC?

    Let me revive this necrotopic... I was looking for marsh terraforming modmod and found this topic full of ideas... but none of solutions. I tried to use (copy-paste) the code from post 24, but it did not worked for the last version RFC (BTS), not to mention caused saves crashed... So, could...
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    editing: divided souls off :sad:

    Solved. I indeed put the line in the wrong place first time. The damn thing is too order-sensitive.
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    editing: divided souls off :sad:

    strange thing: if there is no hunting lodge - the grayed icon for the Divided is present in a sity menu; but after the lodge is build - it dissapears... also I tryed to add <bNeverObsolete>1<bNeverObsolete> line to civ4unitinfos.xml but only got crashes...
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    editing: divided souls off :sad:

    "s", and "t" breaks saves... also description for "t" say nothing about the Divided...
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    editing: divided souls off :sad:

    In what file I should place this <bNeverObsolete>? I never edited civ4, please be specific.
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    editing: divided souls off :sad:

    I agree, but in weanwhile how can I keep the Divided from been obsolete? What file and in what form has this flag?
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    editing: divided souls off :sad:

    Ghosts are Asassins, not Rangers. Sure they can't cast the Sever. But these bastards made my Divided obsolete!
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    editing: divided souls off :sad:

    Played as Sidar, I got Ghosts and lost ability to build Divided Souls... Help please: what exactly should I edit to be able keep building the Divided?
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    Spell modding help

    Thanks for info about modding. About terraforming - I see the Kael's point; but for super-archmages AI balance issues are not important anymore - when you spare for terraforming some III+III archmages (+ forces sufficient for to keep them alive for says 10 turns of casting with contant harass...
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    Spell modding help

    I would like to implement few spells for my game, but never modded civ4. Could you let me know how to implement at least something of: -Earth III: 1) mountains to hills, hills to flatlands; 2) flatlands to hills, hills to mountains; all with earthquakes, 5 turns cast, kills caster if not...
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    Malakim and Balance

    Opposite, but not from cottages, etc. Just enough multipliers for trade routes (X10? X30? total). Plus road bonus, may be 2 gold by default, 3 with financial. But minimal production, and unstable food. Weak but fast military with +50% withdraw, commando, bonuses in plains and deserts. May be...
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    Malakim and Balance

    I wonder if the following changes would be appropriate for nomads: 1. Population consumes only 1 food 2. Extra trade from roads 3. No farms, cottages, mines allowed - or may be allowed only to give resources, not production 4. +1 happiness from deserts and plains 5. -1 happiness from...
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    sidar balance

    Or may be wane should be a random promotion with tiny chance every turn to appear? Modified by certain techs and buildings? I don't see how experience in whacking Orcs lead warriors to the ritual... P.S. You are right about Auric. And I feel sorry for him, since he is probably the weakest one...
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    sidar balance

    @xienwolf: yes, it was the 1st GA I think Sidar should be the second agnostic civ - it will downgrade them from the absolute champion to still one of easiest civs to play. It also excellently fits the storyline - they keep "god's food" for themself :).
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    sidar balance

    Only in combo with Order. Else it is similar to Ride... Also, it seems I can start GA with a single GP if there is a Shade in the city - and the Shade is even not consumed as the second GP...
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