I could do this, but I saw your code was prety messy when I looked for something in Indonesia :/ It will be really time consuming.
It would just be a matter of drag and dropping the 2 folders, then copy/pasting the files from the .modinfo file. I agree it's messy in there, but there's a few things which I had no clue how to do, so I lifted them wholesale from the original mod. ie, the Indonesians technically have a unique worker so they can build kampungs while embarked
everything has to be combined at the end anyways, and rolling my civs into yours allows people to have fewer downloads/mods to manage. It would be a quality of life thing for the people who are testing.
Packing to zip is enough. You can do it with program I use: HaoZip. I don't know why they don't support their own civ5mod files. When packing there's small inscription about what format you can upload. Just look for it.
Thanks, I'll do that. I have to fix some text with the kampung, and I want to change the promotion descriptions on the prau anyways. Looking back I think the Bastu also needs to get toned down a little too. I reinstated their fresh water requirement as a start, the thing gives a lot of culture for classical era though.
Another question: A while ago I thought about changing barbican picture to
this one. Do you like it more or less than present one?
I vote to keep the picture you have. Lastsword's picture doesn't really give much sense of what a Barbican is supposed to look like in relation to the rest of the walls; it's disorienting.
the way the bleed effect stacks for now gives you incentive to send groups of Koa (preferably three) to put down big targets, but I think it is more the job of units of the Spear line. For me the bleeding effect should work like this : after hitting an enemy (through attack or defense), this enemy will lose 10 hp at the beginning of its next turn, then, if you hit it again with a Koa, the effect is renewed and strengthened (becoming -20 hp then -30 hp)
I think the aim was to use the promotion to effectively disable a fortified barb camp's healing, or run around with 2 or 3 in a wolf-pack if you got into an early-game border war. The promotion as you have described would give 60 damage over 3 turns, plus the normal attack damage. This would kill any ancient or classical unit outright, and I can't think of any possible way to make that fair.
I've found two at the beginning of the Renaissance era (since there is no policy or wonder that gives a free great merchant, I think the Celts only had 3 GM at a maximum and used one for a trade mission).
Could be a matter of altering the celt's AI flavours. The Celt leader's flavours haven't been touched, but by default the AI puts low priority on merchants. Could look at what Venice's flavours are, and tweak based on what he does w.r.t. GMPs, eh?
NB : I've seen the modifications you did to the Shotelai. I think the unit shouldn't have a higher base strength than the Samurai (25 strength is the domain of the Tercio), but I like the fact that it is basically an early and "Iron requiring" version of the Tercio
I'm in agreement. As is now, looks like upgrading to tercio just frees up an iron, and little else. I think the 22CP was a good spot (2 more than base longsword), but even going down to just the standard 20 would be fine since the maim promotion is so good.
@adan_eslavo I'm still correcting my text for your civs, but I've sent you a 'rough draft' of all the civs. I haven't finished the full writeup on the armada, and I now see I missed proofing the updated description of the Celt UA. I'll get those to you soon, but just in case I ended up in your junk mail I thought I'd let you know here.
Remember kids, writing 1500 words in notepad, with no spellcheck, is a bad idea.
