Recent content by doronron

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    Quot Capita

    I am aware that it is only XML. What I meant was, should taking the XML out of the Modules\XML directory tree and dropping them into the Assets\XML directory tree be sufficient (provided the files those XML tags point to are also moved)?
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    Quot Capita

    Hmm. That may mean dismantling VD 3.3 into a standard mod. Gonna have to figure out how to do that. Will just dropping the VD artdefines XML stuff into the assets\art\units directory work? Same goes for the ethnic art module... I do know that when I combined several non-module mods...
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    Naval Interceptions

    Good idea on the promotion. I know that Jeckel's code increases the number of movement points ships have, and then cuts slices of those points off when they move in range of a rival ship's zone of control. Link: http://forums.civfanatics.com/showthread.php?t=188614&highlight=Enhance Basic...
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    [LH] 4 Californians

    What, no Emperor Norton? :P
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    Naval Interceptions

    There is a Jeckel Python mod several generations old (v1.61) that allows for basic ZoC about two squares radius around a ship. Something like that might be the best option. Gives you advanced warning without an over abundance of screening ships defensively, and doesn't force the aggressor to...
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    For modders & mergers

    I am in the process of merging the following: Revolution 1.25 Dale's Ranged Bombard Dale's AirBomb code from Road to War Influence Driven War Gedomon's Air Forces SDK MAD Nukes 0.7b Manhattan Project JUnitSpace Route Pillage Veriatas Delectat 3.1 (using Modern Warfare 1.20/WW2:1939...
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    InteriMod Pre-Phase One

    Thanks, Zulu -- the next version will be out ASAP -- updated with Solver's and avain's new stuff. Underdawg - I haven't seen any noticable slowdown in later eras with this, but I'll take a look into it. I'm not really surprised, though -- avain's code adds a significant amount of new XML...
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    Revolutions Beyond The Sword

    Perhaps the colony issue has already been resolved with moctezuma's Unlimited Colonies mod component. It seems to provide the functions people are discussing here. Not sure, though -- it would require testing to see exactly what it does.
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    [BTS] M.A.D Nukes Mod

    As far as I can tell, aside from a few differences to help organize simultaneous launches in a turn based environment, this works pretty much like TheLopez's original component.
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    Bell UH-1 Huey

    Thank God. Proper Air Mobile Warfare. Finally.
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    [DRN-001] BtS Any Which Way You Can

    Great game. Good finish, azaris! Yeah, the Charlie and the HRE looked like a huge threat in the beginning. Their fall was somewhat quick and unexpected. That's probably what netted us the game. In fact, considering most of the rivals were trapped on their own islands is probably why our...
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    [DRN-001] BtS Any Which Way You Can

    Inherited Turn (1945 AD) - Six turns of Golden Age left. Brennus has outstripped Cathy in Power. We're still third. Turn 1 (July 1945 AD) - I notice one of the new features. We're now dealing with years lasting multiple turns. San Francisco wants to join Babylon. Why? I tell them no...
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    [DRN-001] BtS Any Which Way You Can

    Got it. Will play and post today.
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    [BTS] M.A.D Nukes Mod

    Thanks, macsbug.
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    InteriMod Pre-Phase One

    It's an SDK merge. You'll need to combine Solver's patched source code with the altered CvDefines source for 34 man games. Then recompile. I can probably include an option DLL when I put out the update for this (Solver's Random Events and Keymod 1.2...possibly more modern stuff.) At the...
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