AD 1640 North America

I had kinda thought about that, but I think it would be better to let them disregard movement costs instead, reflecting their familiarity with the land.

I had also thought maybe you should add a frontiersman unit with same ability and bonuses for fighting indians. Plus adding Indian Fighter as a promotion.
 
I had kinda thought about that, but I think it would be better to let them disregard movement costs instead, reflecting their familiarity with the land.

I had also thought maybe you should add a frontiersman unit with same ability and bonuses for fighting indians. Plus adding Indian Fighter as a promotion.

That's a good way to do it. It's just that it takes so darn long to get from one end of the map to the next on foot. If you only remove to cost of terrain, then the benefit only applies to cavalry. I wanted to see some benefit that would also apply to native warriors (reflecting perhaps their ability to live off the land and, as you pointed out, better knowledge of a region). Naturally, I like the idea of the frontiersmen -- but this should be limited for the Euros, especially as regards how many they can have. Perhaps these can only be trained in cities with a population of 1 or 2.
 
It does take a while to move from one end of the map to the other, but I think thats fairly accurate. Maybe changing the time of each turn to a week would make the timing sync up.

As to the frontiersmen, I think that since most "cities" in NA in colonial times were still much more wild and had real wilderness very near by, you shouldn't limit it to a certain size of the city.

Perhaps you could do the reverse and prevent their construction in cities with certain buildings. IE They "upgrade" to Militia or some other unit, but that unit requires a barracks or military encampment, or even a fort or town hall?

That way, "undeveloped" cities could build them and "developed" cities could not. The overall army cap should prevent people from using them as opposed to other units, especially if you give them a penalty to attack and defend cities.
 
Not much fun fixing this.

1. Rename your up to date Warlords folder to make sure it does not get messed up (rename it "Warlords_213" for example), and leave it aside.

2. Re-install your old Warlords game from the disk. If it's an older version than 2.08, make sure you add the Warlords 2.08 Patch.

3. Move your AD1640 mod to the new Warlords mods folder. Asio's 1939 WWII mod also works on 2.08 btw, so move that one too if you have it. You should be able to run that version of Warlords that way (that's what I'm doing).

If you need to run the later version of Warlords, don't forget to rename the older version's folder "Warlords_208", and change the folder "Warlords_213" back to "Warlords" to make sure you can run the more recent mods.
 
I made the installation like you describe, but when I run the mod, the program (civ warlord) stop to work.
 
Looks great, can't wait to play!
 
I'm playing as Netherlands and it looks good!
 
I changed my opinion, I don't like the whole old world religions thing.
 
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