Recent content by RetroA

  1. RetroA

    Sea Trade Routes over Oceans Early

    As I feared, will have a look at those options, thanks for the speedy response as usual.
  2. RetroA

    Sea Trade Routes over Oceans Early

    Hi all, does anyone know of way to allow Cargo Ships to conduct trade routes over Oceans before the discovery of Astronomy without giving all units the ability to enter Ocean? Can this be done with LUA? I'd like this as part of a civilisation's unique ability I'm working on.
  3. RetroA

    Invisible units capturing cities bug

    Thanks for the quick response. Good to know but wish I had known sooner! Very strange design, does make me wonder what enemy entities submarines are supposed to be able to share tiles with in the base game since they can't attack cities.
  4. RetroA

    Invisible units capturing cities bug

    Been a long time since I've posted anything here so apologies if this should be in a more specific place. I've long been dealing with a strange bug when modding new units into Civ5 (with all expansions) where they cannot capture cities but can still attack them and when the city is down to 0...
  5. RetroA

    Making Terrain Impassable without Roads/Railroads

    I believe that's achievable through XML as it is same with oceans being impassable before Astronomy but I'll take a closer look at the mod just to be sure, thanks for the tip!
  6. RetroA

    Making Terrain Impassable without Roads/Railroads

    Thanks for the reply, Hermi. After a little more testing without using the All Terrain Costs 1 promotion, it seems making Hills impassable isn't possible either just using XML. You can make whole terrain types (grassland, plains, desert etc) impassable but they remain that way even with a...
  7. RetroA

    Making Terrain Impassable without Roads/Railroads

    Well for anyone who was interested, I've published this mod to slow down spaceship components and make the space victory a little more interesting: http://steamcommunity.com/sharedfiles/filedetails/?id=935475141 It still has the aforementioned issues so I'm still open to ideas if anyone has any.
  8. RetroA

    Making Terrain Impassable without Roads/Railroads

    Alternatively, does anyone know of way of simply making a unit ignore the road/rail movement bonus without using an all terrain costs 1 movement promotion like the Gunship?
  9. RetroA

    Making Terrain Impassable without Roads/Railroads

    Hi all, not sure how many are still modding Civ5 but I'm having a little resurgence in the game and finishing up a small mod I started a while back and was hoping for some help. I'm making a mod the prevents certain units from moving over rough terrain (forests, hills, rivers etc) unless there...
  10. RetroA

    Disabling Airlifting for Specific Units

    Though I've just had a thought - will this prevent the AI from airlifting spaceship parts as well?
  11. RetroA

    Disabling Airlifting for Specific Units

    Thanks Lee, made the edit - the airlift option still shows up but clicking it doesn't do anything and that's fine by me. I'm going to bundle this with one other minor mod and publish but I'll be sure to credit you both.
  12. RetroA

    Disabling Airlifting for Specific Units

    Thanks for the quick response whoward. Had a bit a time to look into this more, I'm pretty green when it comes to LUA - is this the full script or just the basic structure? I tried it out and couldn't get it to work. From what I got from your file attribute tutorial is that the file requires an...
  13. RetroA

    Disabling Airlifting for Specific Units

    Just a quick question - I would like to prevent Spaceship components from being able to be airlifted, might make the space race a little more interesting - is there anyway of doing this?
  14. RetroA

    Swapping Attack Animations

    Thanks for the reply, Nutty. I had seen that tutorial before but since the Barbarian Brute already has the fire bomb attack animation, is all that necessary? Is there no way to simply set which animation plays when performing an action?
  15. RetroA

    Swapping Attack Animations

    I've got an idea for a unique unit for a civ I'm trying to create - essentially a Barbarian Hand-Axe type unit (1 hex range) but using the Barbarian Brute as a base. I want its standard attack animation to be the same as if it were attacking a city or defending from a gun unit (i.e throwing fire...
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