Thanks for the info.
I was wondering if there's some AI function or something that can tell if a city can connect up to an ocean square, like through another city or fort. The AI must have something like this in order to sail a ship into inland lakes/cities as I've seen it do before.
Thanks!
What if I copied each of the 7 monastery bldg definitions (one for each religion) to 7 new ones. Then for each of the new 7 definitions, I'd delete the part about 10% science bonus, and then have each new monastery bldg only be buildable with the discovery of Scientific Method (which is what...
I have a current game where I have an inland lake with two cities on it. The first city can build naval units because it's also adjacent to the ocean. The other city can't, even though any naval units it made could patrol the lake and also get to the ocean via the first city.
Is there an...
I'd like to keep building monasteries past Scientific Method, which currently obsoletes them entirely. I'd prefer if Scientific Method would just lose the monasteries' 10% science boost. Can this be done ?
Thanks!
I'd like to know how to do a simple mod to make the MachineGun unit not be able to damage Bomber, Stealth Bomber, or Jet Fighter units. It's okay with me if they still damage Zeppelins and regular Fighters.
I'm tired of my Stealth Bombers getting 50% damaged by a Machine Gun.
Thanks!
Is there a way to just make the monasteries' 10% science contribution obsolete without making monasteries altogether obsolete ? That would be fine.
Thanks!
Uh, no mods.... except the official v3.13 BtS patch, and the unofficial Bhruic's 3.13 patch. Everything is fine until I get to the point around 1990-2010 or so, when a few of the computer players and I start to field a couple of hundred-unit armies apiece (the save files start to get over 2MB...
I found another thread with a Low Graphics Mod I was looking for, but it needs some fixin'. I got it to run with BtS v3.13, but I needs some model tweaking that I have no idea how to fix nor software for. If someone could also fix the problem with the trees not adapting to the height of the...
I got it to work under BtS v3.13 (with the unofficial patch) by copying the delivered "CIV4FeatureInfos.xml" from BtS into the mods spot where the "CIV4FeatureInfos.xml" from the mod zip was put.
First, I think these "cookie-cutter" trees are great! I don't play Civ4 for the photo-realistic...
I keep getting "failed to allocate video memory", but only in very late game situations. I wouldn't mind having some sort of graphics mod that had simpler versions of terrain features. Maybe have trees with fewer branches, or even just a cone-shaped, green "tree", or a tree composed of two...
Vote:
I didn't know you could regurgitate previously decided issues. Since the nuke ban passed unanimously the first time (and the second time), I don't know why the AI-controlled U.N. would bring it up again (unless it just didn't want to vote on any of the alternative questions).
Quest...
I've got BtS v3.13 (official + latest unofficial patch) and the U.N. voted to ban nukes (it was unanimous). Then many turns later, it brings up the vote again, even with the "(PASSED)" at the end of the vote name.
Here's a screenshot...
BINGO - That's exactly what happened to me my first/last game of BtS. I was one turn away from taking over Portugal's last 2 cities when Portugal surrendered to Germany and became its vassal, leaving me high and dry, although I had captured 10+ Portuguese cities and Germany had only grabbed...
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