Well duh talk about a noob mistake. You are correct sir, thank you. Though now that I have edited the files I can only build forts on water. Is there way to have them be built on both water and land?
Edit: Never mind figured out how to mod the aquatic fortress mod to work how I wanted it.
I tried using the aquatic fortress mod but it did not work for me. I tried making the workboat build a fort on water by editing Civ5Improvements xml and making fort "water true." I also edited terrain type in the same xml to coast.
Then I edited the CIV5builds xml to build fort to "water...
Hello all,
I do not know what I am doing wrong but I am unable to build those improvements anywhere. I have discovered Masonry, I have tried putting my workers in all different squares. I even went and edited the BuildInfos and ImprovementInfos so they could be built in any type of square and...
Its not that important, I was just wondering if there was an easy way to do it. But, since it seems fairly complex, than there is no need to worry about it. Thanks for the response.
Thanks for the help with the limited settler code. Since you are fairly knowledgeable, I wanted to ask if you know how I can make forts be canals for more than two forts at a time? Thank you.
Thanks,
I do have a question though and maybe you can answer it. In the task manager I have been trying to set the priority to "high", but it will only go as high as "normal." I have seen some threads where it will put the game at "below normal" you when you alt-tab out of it and then go to...
I want to try a gigantic map, but I know that the wait in b/w turns will be very long so I decided to limit the number of units per tile and the number of cities that can be founded so as to mitigate the time b/w turns. Also I wanted to use the Fort/Culture feature to change up the game and...
I asked the question on another thread and this guy gave me the code needed answering my question. I am posting it here in case anybody wanted an update. NOTE: put the code in RoMGameUtils instead of CvGameUtils so that it works and add the other settler units so that the AI doesn't build them
I asked the question on another thread and this guy gave me the code needed answering my question. I am posting it here in case anybody wanted an update. NOTE: put the code in RoMGameUtils instead of CvGameUtils so that it works and add the other settler units so that the AI doesn't build them
I did turned them on. I also tried switching the name from "UNIT_SETTLER" to "UNITCLASS_SETTLER" like in the UnitClassInfos file, but yet it does not work.
Edit:
I am getting closer to understanding why its not working thanks to this thread. http://forums.civfanatics.com/showthread.php?t=330233...
Thanks alot,
Also if I could pick your brain, I had asked this question in another thread and got back this answer. The code works on vanilla BTS but not on the mod. Do you happen to have any insight as to why that is.
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