Recent content by Rozumiyko

  1. R

    Hex Conquer and Release

    This very same question was discussed on this page above.
  2. R

    Hex Conquer and Release

    It works great with BNW!
  3. R

    Hex Conquer and Release

    I am! :D
  4. R

    Hex Conquer and Release

    I wanted to say the same thing. I believe that generally it is not a good idea to build citadels adjacent to the enemy's city. As far as I remember, AI never does that, but the human players do it to capture enemy's land. However, technically the game allows you to do this, and I think I should...
  5. R

    Hex Conquer and Release

    Hi jacktannery. This issue is in my mod. According to my design, a city has higher priority than a citadel, so the city regains its adjacent tiles. If you have the save file which I can use to reproduce the issue, please share it with me. Let me know which decision you think might be the best in...
  6. R

    Settler AI Mod

    I see several solutions using Lua. The simplest one is as follows: "GameEvents.PlayerPreAIUnitUpdate(playerId)" can be used during turn 1 to find settlers among units and reprogram their behavior before the default AI is applied. I think that this event should work fine during turn 1. Anyway...
  7. R

    New Civilization 4: Colonization GOTM for April

    I like the song on this video. This nice Ukrainian orthodox song nicely matches Spanish/Portuguese catholic colonization theme. ;)
  8. R

    Settler AI Mod

    Did you try to write a Lua mod, or you just edited the minimum distance in one of the XML files? How did you try to set the minimum distance? Could you please describe the problem in more details? Do settlers remain at their initial plot without building the city? Otherwise do they ignore the...
  9. R

    Settler AI Mod

    You are welcome. You certainly should try this mod. Maybe this is a good solution to your problem. Let me know if it worked for you. In this mod, 5-6 plots is a standard "best" distance between cities when a settler has enough space to choose from. When there is less space, let's say some...
  10. R

    Hex Conquer and Release

    I believe that there is no reason to underestimate civfanatics.com which is the greatest Civilization community in the world. Furthermore I see plenty of technical (and maybe political) reasons why I wouldn't trust Steam.
  11. R

    Hex Conquer and Release

    I am greatly pleased to hear such a positive feedback from you. This is the best reward for my work. This is a new mod created be a newly registered member on this forum. This is why people are not sure whether they can trust my creation. The current version of the mod was posted for...
  12. R

    Settler AI Mod

    Please download the mod and enjoy playing civ5. Let me know if you notice any bugs or misbehavior while playing the mod. Please feel free to share any ideas about improving the mod. I also added a poll there at the top of the thread - your opinion is important for me.
  13. R

    Settler AI Mod

    Settler AI Mod (v 1) Mod for Civilization V by Matviyko Rozumiyko Features: AI settlers tend to keep greater distance between founded cities. Improved location choice algorithm is used to found new cities. City borders growth speed is doubled to fill the space between cities. >>...
  14. R

    Hex Conquer and Release 2016-10-05

    Hex Conquer and Release (v 3) Mod for Civilization V by Matviyko Rozumiyko Features: Land combat units can conquer enemy plots they occupy and adjacent enemy plots. Units, cities and citadels can control adjacent tiles to prevent them from being captured by enemy units. The invader unit...
  15. R

    Settler AI Mod 2016-10-05

    Settler AI Mod Mod for Civilization V by Matviyko Rozumiyko Features: AI settlers tend to keep greater distance between founded cities. Improved location choice algorithm is used to found new cities. City borders growth speed is doubled to fill the space between cities. Discussion Thread
Top Bottom