Recent content by tufloss

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    My custom civ - Project Discussion

    Here, I can't promise it's perfect, but I cleaned up the grammar of your story a bit.
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    Rise from Erebus 1.30 Bug Thread

    I had a scout unit attached to a GC with the Field Survey I promotion (which grants +1 perception and +1 visibility to all recon units under his command) and when he (the scout) moved out of range of the GC (or vice versa) the game lost focus on the scout. (I was no longer able to see the scout...
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    Balance Feedback

    And we wonder why the AI is having trouble with barbarians :) Actually have the easier animals as barbarians module installed so they are all leashed. Good thing Clan of Embers is allied with barbarians.
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    Rise from Erebus 1.30 Bug Thread

    Just noticed that playing as Kuriotates a Muskeval Scout can upgrade into a Centaur. Is this intended (two different races)
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    Rise from Erebus 1.30 Bug Thread

    I've played the Grigori as well and never had a refugee spawn outside of my capital. (All of them spawned in the capital @20 - 30 of them) I also had built the refugee buildings in my other cities. Maybe the spawn isn't correctly working in the other cities?
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    Download and Current Changelog

    Concerning the possessive forms of singular names ending in an s. English actually has two rules. If the name is of a person considered to be historically significant, the s after the apostrophe is left off. If the name is not of an historically significant person the s remains at the end of...
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    The empirical game-balancing thread

    I can see the value of this thread even if you were to discount the effect of the player in the game. Look at the AI civs in all these games, is one civilization always on the top or bottom of the scoreboard? By looking at that information you could quickly see which Civilization needs a nerf...
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    The empirical game-balancing thread

    I have seen the AI explore lairs (Usually near my borders, popping high strength barbarians which proceed to kill me :( They probably do get those high level units but are not as good as a human player at keeping them alive.
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    Rise from Erebus 1.30 Bug Thread

    Playing as Kuriotates and received the immigrant event in one of my settlements. The additional population choice was available. (Kind of pointless since next turn that extra population point would disappear) Also a unit with Flying can still take the amphibious promotion (An Angel who has...
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    Download and Current Changelog

    mod works on Steam, You can load it inside CivIV. Currently, only the launcher doesn't work with Steam (and that is just to launch the mod, the other features of the launcher work fine). (For more info see discussion in launcher thread)
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    RifE Launcher thread

    Definitely not XP. I am using Win 7 64bit :) Steam I would believe though, because that is what I am using. By the way the command "multiple" in my path was in the path that CivIV was using to launch RIFE. (I used Sysinternals Process Explorer to find it)
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    RifE Launcher thread

    What do you mean by "how does mod shortcut look like"? (I'll try to help you with this if I can) I can tell you that sending "d:\steam\steamapps\common\sid meier's civilization iv beyond the sword\beyond the sword\Civ4BeyondSword.exe" multiple mod="Mods\Rise from Erebus\" through the 'run'...
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    BuildXP Module

    One difference I have also noticed is that unlike passive XP there no longer seems to be an XP cap. So, as it stands now we need more worker promotions! :)
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    RifE Launcher thread

    ANW not sure if this will help much with the Steam issue, but the shortcut I use to directly launch RIFE through Steam is "d:\steam\steamapps\common\sid meier's civilization iv beyond the sword\beyond the sword\Civ4BeyondSword.exe" multiple mod="Mods\Rise from Erebus\". (I just found out how to...
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    Feedback about the war system and the AI

    Hopefully the ability to have more than 1 fort commander per fort will also disappear. Quite unbalanced. (Simply use a group of G. Commanders on the same tile and voila, 1 fort commander per G. Commander.) Possibly fix to prevent forts next to each other would also fix this, but I don't know...
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