k-mod

  1. vedg

    K-Mod bug: at least 10 AI units completely disappeared between turns

    Steps to reproduce: Load the attached save with K-Mod v1.46. Examine Sumerian military units between Numidian and Amsterdam; between Lagash and Utrecht. End turn. Notice that 7 Sumerian units have disappeared from the stack that invaded from Numidian (with only 1 Vulture and one Swordsman...
  2. vedg

    [K-Mod, NTT, Imm] Kublai Khan the Peacemaker

    Settings: K-Mod v1.46, No Tech Trading, Immortal, Continents, Large world size, Cold climate, Medium sea level, Normal speed, role-playing rules (see below). Disabling tech trading robs the human player of unfair advantages over the role-playing AI. The tech trading mechanics is so powerful and...
  3. Imperator Knoedel

    K-mod vs BAT?

    Okay, so. K-mod is a mod that is relatively minor in scope, more or less just polishing BTS as it is, rather than adding fancy extra content for its own sake. BAT is a mod that is relatively minor in scope, more or less just polishing BTS as it is, rather than adding fancy extra content for...
  4. f1rpo

    Advanced Civ 1.10

    An extension of K-Mod. The bulk of the changes concern the AI; a few balance changes; practically no flavor changes; no added content. Multiplayer is supported and has been tested – but not thoroughly. Features Rewrite of the AI parts dealing with decisions on war and peace; revision of AI...
  5. F

    AI doesn't build added buildings?

    I've been merging K-Mod 1.44b with Gods of Old and I've come into a strange set of problems. It seems that the Python Callbacks don't get called (even with callback values in the XML set to 1), and the AI doesn't seem to build newly added buildings such as the shrines. This seems to be true...
Top Bottom