Recent content by hgthechinese

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    New Forum - Master of Mana download

    So is there no forum on civfanatics? I think there'd be much more participation if you can do that...
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    Master of Mana

    Very nice...love it. A few balance (IMO) issues I have seen so far: rangers are too deadly. 3 of my neighbors were wiped out by one civ in about 20 turns :eek:, turned out there were more than a dozen rangers running around....w/combat 5 each.... Since it is recon, maybe -50% city attack...
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    Random events v3

    Earthquakes might be extremely deadly....playing a game with 3 academies around my capital, (my librarians are working very hard), all of which are permanently destroyed by a single earthquake.... If they were razed by other civs, I can always "repair" them later, but earthquake remove it...
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    Tech Diffusion

    Hey Afforess, Do you think you can slow the tech spread rate down a bit? I liked the balanced back in AND, which was significantly slower. You normally don't really notice it unless you are an era behind...but right now, I can often get half a dozen techs cheaply every time I research one...
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    Alternate Ranged Combat

    Unfortunately, I have never seen archers melee....
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    Mod Component Request Thread

    Interesting idea! I always thought rivers are fairly useless in the game although they can be major strategic points in real life. Maybe a free attack (they have those code hiding inside the invisible dll already for archers' range attacks) on units that cross the river in your ZOC (that is...
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    Random events v3

    ArbogLi, is there a way to modify the odds for events to happen? In my current game I had 3 random events happen to me so far---bankrupt, bankrupt, and bankrupt. IDK if it is just my luck, or maybe because of my situation I'm extremely prone to bankruptcy or something, but it is kinda annoying...
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    Active City Defense

    LOL, you ARE god. Speak of god, some kinda of cure-all building might be nice...something you can build over and over again, each time w/a higher cost, and upon completion you get a one time cure-all bonus? Or maybe let a WW have the ability to raise the HITPOINT of all units by 1? It seems...
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    Random events v3

    Definitely true. There were a lot of religion events, for example, and those would be obsolete in the current version of the game. However, just because we can just take over an old wheel doesn't mean we have to reinvent it...maybe look down the event list and pick 'n choose what you like/is...
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    Stacking

    There is something like free-attack already written into the code somewhere in globaldefines.xml. It is off by default. I tried enabling it and now it works in an interesting way...when you tell a unit to attack, a ranged unit would shoot at you and your attack is cancelled (but you did not use...
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    Alternate Ranged Combat

    same. It is just like when you range attack with a city--you can do it, but it does not give you an estimate on how much damage it deals. Not a big deal, kinda annoying though. Also when it does pop up, the info is often horribly wrong--it told me that my archer could deal 9 damage if I...
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    Random events v3

    No reason to reinvent the wheel...Civ4 ROM had ...err.....hundreds (or maybe thousands?) of events... Btw, would it be possible right now, before modders get DLL access, to have events that give players a choice rather than just "happen"? e.g., forest fire, 2 choices: lose the forest, or pay...
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    Active City Defense

    re evalis city healing rate is accessable...the question is whether it is possible to trigger a change by constructing a building. If it is, then I think it might be possible for you to do the following as well : maybe add a building called archer's tower or alike, which boosts the city's...
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    Tech Diffusion

    bug report: small map, standard speed, 9 AIs, 17 city states (overstuffed map, in other words) and I do have a few other mods like extra civ pack enabled In the first 6 turns of the game, before I researched anything on my own, I received 2 techs for free; before I finished my 2nd...
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    Alternate Ranged Combat

    Always bothered me that my archers suddenly lose all its range when they grab a gun:D. A couple suggestions: Put siege weapon's ranges back to 2; they CAN shoot much further than archers. Reduce (to 50%, maybe?) gun powder units' range strength (maybe counter balance it by giving them...
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