This would be very exciting! -- especially if it can be combined with the terraforming worker actions: Plant Forest, Clear Forest, Clear Wetlands, and Clear Jungle.
The LM terrain and default terrain use different graphics, which means that even if the only feature was that we could have the...
I had an idea for what I expect would be a simple change:
When mods have custom music lists, the game always starts with the first song on the list and continues from there. This means that if you play for short or moderate periods of time, you miss a lot of the mod's music. It would be nice...
Hello Takfloyd,
I assume that by online multiplayer you mean the simultaneous-moves game mode. As far as I can tell, the AI make their "simultaneous moves" the instant the turn begins, and the humans effectively need to wait until that finishes to make their moves. Anyways, this mod does not...
Hi Civinator,
I am not quite sure why you are arguing so heavily against this idea. I am sure that whatever features Flintlock implements, he will include the option to turn them off like he has with all his other changes, so if you'd prefer not to use it, you wouldn't have to in your games or...
I largely agree with Quintillus. Like he said, my suggestion was intended as a way to avoid routing issues. My goal was to find a simple change that would require as little coding effort as possible, yet fix most of the potential issues. The entire feature could be put into the "is-tile-open"...
I would love this feature too!
I see two possible issues and maybe some fixes:
1. Would this limit apply to cities and if so, does that stop unit production or auto-production?
2. The trickiest part might be AI path-planning. Can they plan for the fact that something *will* be open even...
I didn't know that detect invisibility didn't work on recon missions; I've been hoping to use option that for a mod I'd like to make, so this change would be very useful for me as well.
Thanks for the reply SayHayKid. In my case the editor can open and adjust the .biq's, and the map loading seems to work. It's just the tech and resource image files that do not load.
Hi Quintillus,
I have the same issue as SayHayKid but on Linux (my Civ3 install is using steam with Proton).
I did not fully understand your response to SayHayKid. It looks as if the editor is assuming a windows file structure ("\" after the Art folder) even though it says it's using a unix...
I just wanted to register some thanks for your thorough documentation Quintillus! I was trying to get this to run on Ubuntu and originally tried OpenJDK. Then I saw in your first post that you recommended a different version of Java 8. I downloaded your recommended version and things now appear...
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