Recent content by scotchandcake

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    Supernatural Beliefs

    I never really liked Jungles, the lack of improvements you can build on them usually makes me chop them down... Of course it is very powerful if a lot of cities sit right in big jungle areas, but on average for a large empire, I don't think you'll get much more than +3 food per city out of it...
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    Supernatural Beliefs

    Adds 5 Supernatural Follower Beliefs to the game, with Buildings and new Religious Units. - New Follower Beliefs, you may choose up to 2 of them. - Each Belief unlocks a building (e.g. Totem Poles for Shamanism), which you purchase with Faith - just like Pagodas/Mosques/... - The...
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    [Unit] Highlander (Medieval)

    Old thread, but still very nice unit models! I used them in my Supernatural Beliefs Mod Thanks a lot for the great work!!!
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    More Knights

    Used some of your Italian Knights for my Supernatural Beliefs Mod Thanks a lot for the great unit models!!!
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    Danrell's Civ5 Units Thread

    Used a bunch of your Ancient Units for my Supernatural Beliefs Mod Thanks a lot for the great work!!!
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    New unit formation

    Ah, that's the trick... Alright, I think I will keep the Merchant formation and just make it 3 units of the same model. The mod is compatible with everything so far, and I would like to keep it that way - more options for players to combine mods, no conflicts... Thanks a lot for the info...
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    New unit formation

    I tried your solution, but got stuck with a small problem: The formation doesn't get accepted by the game, I receive this error in the Database log: Here the new formation in the xml of my mod: The funny thing is that the vanilla formations.xml doesn't use <Row> at all, it also...
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    New unit formation

    Thanks a lot for this!!! :king: I'll give it a try and let you know how it worked out!
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    New unit formation

    Hello folks! I'm trying to introduce a new "hero" type unit: A player can only have 1 of these at any time, it is fairly strong with fancy promotions. For good looks, I used the "EarlyGreatMerchant" unit formation, which puts the main unit up front, and 2 other units in the back. It looks...
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    Getting the AI to build a new improvement

    Sure, this is an improvement for a different mod, which does work - i watched AI civs build it:
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    Getting the AI to build a new improvement

    I just realised that the problem is NOT the UNITAI_WORKER at all. There is other new improvements which workers do build. There must be some other problem in the xml, some entry the AI doesn't like. I tried adding a flavor to the improvement (which does help for other improvements), but...
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    Wolf

    Used for a "Shaman" unit. --> Supernatural Beliefs Mod Thanks for the great model!
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    Iroquois Scout

    Used for a "Shaman" unit. --> Supernatural Beliefs Mod Thanks for the great model!
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    Getting the AI to build a new improvement

    Yes, I tried both. I gave workers and the required tech for the improvement to several AI civs and watched them over ~10 rounds; I also put my own worker on "automate" after researching the required tech. In both cases, the workers just go to the next city and sit there, idle. If the...
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    Getting the AI to build a new improvement

    I think I found out what the problem is, although it's more a theory. (Adding a flavor or removing those special attributes didn't change anything, whenever I put a worker on "automate", they just park themselves in a city) I suppose the issue is the unit AI. Every worker is defined with...
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