Some questions about the workshop:
Can you still disable mods but keep them installed?
Did they fix the bugs associated with loading mods (e.g. scanning disabled mods breaks enabled ones, having to manually flush the cache each time you change mods, etc)?
How does it handle updates to mods? I...
I wonder if you can have "inactive" mods, or if your only choice to disable mods is to delete them and re-download when if you want to re-activate them? I guess that will fix the bugs with the current mod system where inactive mods will screw up active ones though...
This seems like an oversight... do you think artillery should be able to attack subs? I don't think cities should be able to bombard them either. It kind of makes subs useless IMO.
Is there any way a mod can change this mechanic, or is that buried in the exe somewhere?
I'm still upset that we don't have access to the "core" (and that there is so much stuff locked up inside of it), despite the promises of how "mod friendly" the game was going to be...
I can't believe after all the supposed "improvements" they've made to the AI, it's still not smart enough not to embark troops right next to my naval units. :mad:
I have a game where I'm already using IA; I tried adding Custom Notifications but it doesn't show up. It does seem to work with a new game, though, so I guess I'll wait until I start a new game to use it.
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