I've been trying out the "aggressively_penalize_bankruptcy = true" setting (along with "extra_unit_maintenance_per_shields = 11"), and noticed a couple quirks. First, units that require no support are disbanded when you reach 0 gold with negative income. In my case I had set settler and...
Well I'm really liking the uniform system based on shield cost, I don't think I would use a Lua script to customize further even if it was available, even though I can't get exactly the maintenance costs I want. In case other people are interested, as a half measure one can use the formula "1 +...
This system is an interesting design, I'm liking it a lot. I feel the calculation has a very strange mathematical offset though. You'd think mod designers would have access to simple schemes like "shields/10" (where maintenance costs for a 10 shield unit would be 1 gold, a 50 shield unit would...
That's a clever idea, I will have to test it.
Ok, I see I missed a lot of existing options. I'm de-rusting all my civ3 editing skills if you can't tell.:lol:
And yes, I only meant unit combat experience.
This is a delightful mod for civ3 and I'm impressed how much it expands modding possibilities. I'm designing a new custom mod which is primarily about creating different dynamics to combat & war. Would any of these be possible additions?
units:
-the ability to designate some unit types as...
I want to create a mod with different mechanics for city capture. I don't know how the algorithm works exactly in the standard game, but when you capture a city all culture improvements (and a random number of other improvements?) are destroyed. Is there any way to edit the game to change how...
The point is that if we are going to sit through the animations we should at least be told how many life points the winner has left. I liked the old civ2 way where there was a small black "explosion" each round indicating which side got hit. At the very least the civ4 attack animations should...
Thanks for spotting that error (silly odd numbers...). I edited the post and also fixed some misc. things.
I tested to see whether that '25' is really manifesting itself as a multiplication (as in maybe the code in the SDK had an uncorrected error). The SDK code agrees with the game code -...
The formulas for maintenance start at Line 4,872 in CvCity.cpp. I haven't checked these formulas against any data, this is just deciphering the code and putting it into a presentable form.
Distance Maintenance
Here is the tidy formula (ignoring rounding):
{from CvCity.cpp L4,899}...
I haven't played for a few months, I can't believe the patch isn't out yet. I wouldn't put it past Firaxis to release the patch in the expansion, and in any case it is too late to for them to win me back.
I like that idea. You could tweak it so catapults don't have to be attached to any unit what so ever. Just say if a unit attacks a city and there is a catapult with movement left in the same square as the attacker then the catapult fires a support shot.
The defensive catapult idea (both for...
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