My friend and I have used the values from the limit worker mod and edited (after backing up!) the .xml's referenced in the mod. It helps with late game 60 sec turns but we haven't found any other mods which are as easy to impliment.
We have had no issues with using these modded files even after...
using the xml details from the Limit Workers for Faster AI Turns (v 1) mod I've edited the xml of the vanilla game to limit the workers, definatley helped but the autosave is really doing our heads in!!!!
I thought my answer was going to be harsh but I hand it to you - yay.
I know the english voice does my head in so perhaps the Japaneese leaderhead says something naughty :|
"I modded to start with all the "shelter class" buildings except for warehouse, church, dry dock, pasture and armory. So far I like it a lot better. Seems just right to me."
care to share your modded content?!?!?!?!?!!?!?
go on dude post a file!!!
I was a little reticent about my first post expecting people to say - we asked for more buildings now YOU don't want them!!! or even just "Noob" :D
I would love a "Vanilla" or "Expanded Building" option on start-up, that's my preferred choice
But a more established base city with all the...
Hi Dale,
Your a star for answering - it's just the buildings from the extra building mod. If it has been integrated too much we will persevere!
If your caught a bit short on landing it just seems hard to keep up enough with all the extra itterations of building type. Or the AI bonuses need...
Hi all,
Dale we love your mod but.....
Is tere anyway you could release the AOD xml's for the 1.10 mod without the integrated extra buildings mod? Whilst I do like a change, there are changes a step too far!!
Also a heads up on a OOS issue with the 1.10 - my friend and I found ANY visit...
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