1.13 coming soon

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,983
Location
Japan / Italy / Germany
- Antarctica bug banished
- PlotListEnhancement mod removed
- Mercenaries mod added.
- Mercenaries active since human civ birth until the discovery of Nationalism
- Mercenaries have less promotions and higher self-preservation promotions are weaker
- Dear mercenaries cost a little less, cheap mercenaries cost a little more
- Mercenaries come more quickly (just 1 turn delay)
- Mercenaries pool is less rich and updated less frequently to save game speed
- Major reorganization of the code
- Less unrest from immigrants in American cities
- AI will give attacking capitals a little more priority
- Updated AIWars maps
- Conquistadors can be transported by Caravels
- In Congresses AI don’t ask human player cities if he has got just 3 cities
- National wonders are deleted on city traded
- City trade notified in replay
- Updated some city multiple names
- Free units to western European civs now can include a worker or a musketman
- Lighter barbarian pressure on China
- Less food in Bordeaux area
- City list shown on flip popup
 
- Mercenaries mod added.
- Mercenaries active since human civ birth until the discovery of Nationalism
- Mercenaries have less promotions and higher self-preservation promotions are weaker
- Dear mercenaries cost a little less, cheap mercenaries cost a little more
- Mercenaries come more quickly (just 1 turn delay)
- Mercenaries pool is less rich and updated less frequently to save game speed

Interesting... Will the AI use them? Thanks!
 
Sounds exciting. :)
 
Does Rome value Gaul/France more, in the AIWars map? I spawned France with no techs and an Archer in Lugdunum around 1250BC. Rome doesn't attack them with all those Legionaries! My observations...

Edit: I also experimented with the game by removing one civ at a time and simulating until 1605. When Japan was gone, China left the islands alone and India settled them. I'm not sure how accurate that is, does China value settling the Islands?
 
Can I suggest making the changes I suggested here to the Mongol power before the release (if that is at all possible)? I think it would make the Mongols much more of what they were than their current power and it would be good to try it out.
 
Physics gives uranium and you can build nucelar powered ships before you discover fission and build the A-bom. Would it not be better to reveal U with fission?
 
In Warlords uranium is still revealed by physics, but you can only use it when you discover fission ;)
 
Any news on when will it be out? I´m eager to play with mercenaries... I guess this mod will conflict with the exotic foreign advisor... I´ll have to mess a little with your files if that happens ;)
 
Okay! Thanks with for the update!
 
1.15 posted

- Antarctica bug banished
- PlotListEnhancement mod removed
- Mercenaries mod added.
- Mercenaries active since human civ birth until the discovery of Nationalism (existing units around will be released at the moment of tech acquired)
- Mercenaries have less promotions and higher self-preservation promotions are weaker
- Dear mercenaries cost a little less, cheap mercenaries cost a little more
- Mercenaries come more quickly (just 1 turn delay)
- Mercenaries pool is less rich and updated less frequently to save game speed
- Added civ-specific Mercenary hiring odds modifiers
- Tweaked Mercenaries AI: now it won’t impoverish too much (will hire only in case of war)
- Added Handicap level specific Mercenaries hire and maintenance AI cost modifiers
- Major reorganization of the code
- Less unrest from immigrants in American cities
- AI will give attacking capitals a little more priority
- Updated AIWars maps
- Conquistadors can be transported by Caravels
- In Congresses AI don’t ask human player cities if he has got just 3 cities
- In Congresses AI won’t ask cities belonging to a close friend
- National wonders are deleted on city traded
- City trade notified in replay
- Updated some city multiple names
- Free units to western European civs now can include a worker or a musketman
- Lighter barbarian pressure on China and Aztecs
- Less food in Bordeaux area
- City list shown on flip popup
- Human capitals won’t flip anymore
- No cheaters! If you declare war after leaving the cities to a new civ within a few turns, you’ll trigger betrayal mode anyway
- Tweaked Eastern religions spread modifiers
- AI Wars slightly more frequent
- Exotic foreign advison mod added
- In foreign advisor relations, civilizations are shown instead of leaders
- In city conversion after capitals, population retains its nationality
 
Looks great! Downloading now.
 
Why does my ini file keep geting changed when I dl this mod? Doesn't happen everytime, but it does happen.

Very annoying

(500th post!)

edit: not only that....whole sections of the config.ini file are MISSING!!!!! including the cheatcode=chipotle line (i searched for it)
 
Yeah, it happens sometimes with many mods... I notice it especially with the intro videos ;)
 
Well, since my config has changed, what do I need to add to make it right? I imagine that copying the warlords .ini would not quite be right.
 
solved the problem.....
 
While Civ flags show in foreign relations "relations", the leaders are still shown everywhere else.
 
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