Recent content by Toupie

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    Designing a Mod : Ancient Mediterranean/Roman Empire

    Well, in all logic, global warming should be impossible in this mod. The easiest way to achieve it is with the "no pollution" patch, which still adds chimneys and thus unhappy people ("injustice" in Hannurabi's mod). Maybe though it would be possible to make the chimneys add a bit more of...
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    Designing a Mod : Ancient Mediterranean/Roman Empire

    Maybe you could add "siege tower" (perhaps making it a 12 points attack, nerfing a bit catapult and ballist) and "crossbowers" (crossbows existed in ancient times). Problem with crossbow in real life is while it's very powerful and more accurate, it's much slower to rearm than a bow, so maybe...
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    Designing a Mod : Ancient Mediterranean/Roman Empire

    *I didn't find a proper translation for "work service", so maybe it's the same thing.* As nuclear plant decreases pollution/injustice and is cheaper to build (and maintain if I recall correctly) than hydro plant, maybe it could be something like "right of corvée" aka "statute service". It's...
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    Designing a Mod : Ancient Mediterranean/Roman Empire

    Really, really impressive. :goodjob: I note that nucleat plant and Copernicus' observatory didn't get a remplacement, did you simply removed them ? Wouldn't Ptolemy's observatory be more accurate rather than Plato's academy ? Plato wasn't really in science, Aristotle would work better in this...
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    Modding Civ I - No pollution

    So mass transit and recycling centers are still needed I guess, because they remove chimneys, which in turn decreases the number of unhappy people. :think:
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    Modding Civ I - No pollution

    But if the chimneys are still there, don't they still add unhappy people ? :confused:
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    Arctic Anomaly

    I changed the colours of the nations and added the Random Start Positions on EARTH hack. Out of this, I had put back CIV.EXE default settings (random map, number of land tiles). Colour modifications are this: FR CIV 474.05 00026F60 : FF FD FF FD FF 03 00 FD FF 03 00 FD FF 0C 00 0F...
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    Arctic Anomaly

    Surprise ! While I thought I would never get this bug again thanks to Dark Panda's fix, I got it again with my last game, albeit this one looks a bit differently. I didn't expect it, so I cannot provide a before and after .SAV file, but I'll put the map. I guess same causes produces the same...
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    Modding Civ I - tweaking random maps

    Now I understand, thank you very much. I know virtually nothing about computing languages. :)
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    Modding Civ I - tweaking random maps

    Yeah, I know I can put any value and that it won't make a correct pseudo-Earth (though, using 12345 gave satisfying results), I just don't know how to convert decimal to hexadecimal. :( For example, I don't understand how there can be so little difference between the hexadecimal numbers for...
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    Modding Civ I - tweaking random maps

    Okay, I realized my map was getting bizarre because two modifications played together: I had modified the map to get the number of tiles of the EARTH map, but I had forgotten I had also used the trick explained in this thread (I had changed the value from 64 (40 00) to 12345 (39 30). This...
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    Arctic Anomaly

    Wow, thank you DarkPanda, you're really amazing ! :goodjob:
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    Modding Civ I - tweaking random maps

    Awww, you got me disappointed here... :sad: :lol:
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    Unvolontary keyboard switch

    Please, if someone colud delete this thread... :blush:
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    Unvolontary keyboard switch

    When resuming my current game of CivI (French version), I figured out that the keyboard commands had been switched (I use D-Fend Relaoded) : - on the screens about sound and visual setup, it is set on "MAJ" (i.e. when I do SHIFT+key, I get lowercase instead of a number) This is not a case of...
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