Not sure why you believe that, but it's worked in all aspects that I can see since the patch. You might have an older version of the mod.
EDIT: Ahh the Winter patch? Doh. Yeah, it's broke
IIRC, the movement costs are a bit weird. The first move (a unit has used 0% of his movement) will always allow you in to any tile, and deduct remaining movement points based on the cost of the tile. Move after movement points are not at 100% can not be done if the resulting remaining points are...
The date for the latest file is different from the 12.4 I downloaded originally (I think), so as far as I can tell he has just forgot to rename it. Maybe.
Does this mod change the UI display for the Civ overview on the 'Choose Civ' option on create game? Seems borked now, but I've installed new patch and this mod so hard to say which.
Is anyone else noticing a potential issue with Royal Court? I just cant seem to finish it. One city has built it down to 1 turn left 3 times, and then it just carries on building. Starting over.
Ahhh nevermind, it's just the new buildings. When you build one, it uses the build icon of the last...
I looked in to doing that, but it's an actual mission from what I saw. All you can do is change the length of the mission. Could set it to ridiculous length, and have player forcibly cancel it, but that seems flaky.
Hardcoded are things that are generally not exposed to user editing, so they are actually built in to the game files (the .exe etc). Without de-compiling and altering, it's not possible.
DId you read my suggestions/thoughts by chance Xav?
I am feeling v10/11 now make the player far, far too OP. Maybe swing to making some AI changes perhaps? Or you doing that later?
Can I suggest a few things?
-Would it be possible to make the unit refund gold tie to lost health/charges? Small change but one that I think should be default.
-Make units that are spawned as part of the 'BOGOF' bonuses (Venetian Arsenal Naval wonder etc) not give any refund? Seems like...
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