You need to download the nif import/export scripts.
With 2.49b, the scripts need to be put here:
C:\Program Files\Blender Foundation\Blender.blender\scripts
In Asset Editor you can select an attachment point then move it's location with your mouse or manually imputing the coordinates.
You can create your own attachment point as well and then just associate it with a bone the is close to where you need it. Then move the attachment point as above to...
Yeah it has been a while since I touched on all this stuff. Most of the aircraft stuff seems to be hard coded. It would be good to differentiate which aircraft can go in aircraft carriers as well but even that is hard coded in Civ 6. As well it is really hard to get the AI to use new promotion...
No I don't think it is possible with my coding skills. May be someone who knows lua could come up with something but even then I am not sure it is possible without the .dll file.
Has your Civ 6 all the updates up to the current version?
Are you using this old version of WE or WECE on Steam? I have not updated the one here in a long time. If you don't have steam please use the steam workshop downloader to get it.
Yes it will affect all units both AI and human. If you have other mods that add units you will need to set the load order so this code runs after those units have been added to the units database.
That would defiantly help to make the AI better but I would probably not use it in conjunction...
Yes that's the one. Sometimes it will not report finished uploading but if you check on Steam it will be there. There is no upload quota that I have hit and my mod is over 1GB in size now.
The AI's use of military is really terrible in Civ 6 and seems to have been low priority for Firaxis. The armies are always way out of date because the AI has trouble acquiring strategic resources and the newer the unit the higher the maintenance cost. Another problem is there is so many things...
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