Recent content by funksterj

  1. F

    City State Diplomacy Mod (Updated)

    Nail on head. Though AI is a serious issue, this overall mechanic/game methodology/whatever is as big an issue. I was just thinking on these lines only the other day. It is very hard, though I've seen it done to a small extent, for a Civs and the game in general to dynamically digress in any...
  2. F

    City State Diplomacy Mod (Updated)

    This is not a bug, but might be?? A city state just set a 'liberate CS' quest for a CS that I conquered and is now one of my puppet cities. Obviously I can't liberate it as the conquering Civ. But what I wanted to know is if any other Civ is able to take advantage of this quest - and would...
  3. F

    City State Diplomacy Mod (Updated)

    Hey Gazebo. Once again, well done on the mod. Little glitch that I've noticed, I tend to play custom worlds with 'World Wrap' setting off - i.e. you can't circumnavigate, but this isn't stopping the CS putting it out there as a quest which obviously never gets satisfied. The issue isn't...
  4. F

    City State Diplomacy Mod (Updated)

    Hate to aid in the derailment of your own thread, but I couldn't let that post go without a comment - that is a great idea, one of the best I've heard. If this sort of concept isn't taken up then the devs aren't worth squat. As for CSD, after playing a few games with v.12 and messed with v15...
  5. F

    City State Diplomacy Mod (Updated)

    OK, so Emissary is (or replaced) the Messenger unit in the recent versions and this unit is available at Philosophy? This is also the first of the new 'diplomacy' units available. It looks like I'm just going off dated info, I'm using v9, and just tried v10 and it's just the same ... on its...
  6. F

    Game balance proposals (very big post ahead)

    That sounds like good thinking to me, in general anyway. If there are two areas that could still do with tweaking it's the range attack, but particularly city range defence which is too high, though nerfing by 2/3 could be risky. One of the things I do like about Civ 5 is that you don't need to...
  7. F

    City State Diplomacy Mod (Updated)

    I hate asking questions like this because I get the feeling the answer is the bleeding obvious :blush:, but I've tried a few different things and I've still got the same query. In short, Messenger unit isn't appearing as a buildable option (not in Tech tree either) once I discover writing...
  8. F

    Game balance proposals (very big post ahead)

    Really like the light-weight nature of the mod, though it might be tempting to go heavy duty (DLL changes etc.), keeping it relatively simple is a plus AFAIC. Just a couple of thoughts: 1. You note that Windmill has increased production to 3, given that 'Coffee House' replaces that...
  9. F

    Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

    I've also had this bug come up, I'm not sure what triggers it, but it's only happened once in a couple of games that I've played. Yes its in this circumstance. Basically the initial barbarian cities that become a civ are fine, but any cities founded (and I think captured too) by them instantly...
  10. F

    Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

    Yea I get all that, and although I don't have the game in front of me to check at the moment I know for a fact that, :) out weighs :mad:, :yuck: is under control and :religion: is the state religion. This is true for a handful of cities that come up as being in danger of revolting. Further...
  11. F

    Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

    OK, that makes sense. Although I've never had a full rebellion there, just a handful of threats, maybe 5-6, that I've refused. although I guess that is the same thing. Ummm, its my capital (Rome) population 15 and doing just fine, I don't think I'm going to be razing and starting again...
  12. F

    Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

    I've played a couple of games of this mod and have a suggestion of my own to any future development (which I hope there is because I think this mod is tops). Firstly, I've got one city that a couple of times has celebrated "We love the president day" and literally a couple of turns later is...
  13. F

    Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

    Yes, so you must install in: C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Warlords/Mods NOT IN C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Mods which is where you appear to have it.
  14. F

    Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

    TechnicRacerX, you need to give us a bit more information. Are you using Warlords or Vanilla version? If warlords then it MUST go in the Warlords mod directory. <C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Warlords/Mods> if you are NOT using Warlords version then, the...
  15. F

    Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

    OK Question time. Firstly, I noticed from readme's etc as well as in game information, that garrison troops reduces the chance of revolutions. What I would like to know is how this is exactly worked out. Is this based on normal happiness figures which is naturally affected by troop numbers...
Back
Top Bottom