Afforess's Modmods

is the only download available as a torrent? im on a university network that caps torrent speed at 2 kb per second.
 
lol sorry. thanks. one more thing. i didnt see it in the change log but did you fix the world fair? also there is no option to turn on or off war prizes in the installer and it didnt explain if it was inherently on or off in the FAQ about your mod mods
 
lol sorry. thanks. one more thing. i didnt see it in the change log but did you fix the world fair? also there is no option to turn on or off war prizes in the installer and it didnt explain if it was inherently on or off in the FAQ about your mod mods

Good catch... War Prizes was accidentally removed... I'll fix that. And no, I never did fix the world fair...

I can't believe I missed that... Too tired I guess
 
is city growth slower in this modmod than in rise of mankind or is this just my imagination. however, if city growth is slower now, how can i increase it?

and how can i deactivate the larger cities mod?
 
@Afforess My units are still preferring to cross the mountains without roads rather than use roads since it is faster. I thought you had found a fix for this. Using 1.4 with patch.

Also would it be possible to give units in mountains a longer sight range?
 
@Afforess My units are still preferring to cross the mountains without roads rather than use roads since it is faster. I thought you had found a fix for this. Using 1.4 with patch.

First I've ever heard of this, however, I suspect it's more of a *cough* feature, instead of a bug.

Units don't necessarily look for the faster straight path. They go for the safest path. Mountains +75% Defense bonus makes them the safest tile to be on.

Also would it be possible to give units in mountains a longer sight range?

Should be pretty easy.
 
First I've ever heard of this, however, I suspect it's more of a *cough* feature, instead of a bug.

Units don't necessarily look for the faster straight path. They go for the safest path. Mountains +75% Defense bonus makes them the safest tile to be on.

I did report it in a beta somewhere, looks like it got lost. However, if you have roads all around a single mountain before getting mountainering and then get it your troops can move further on the road by going over the mountain than they can by taking the road. Sounds like a bug to me. Although you do seem to becoming a "real" programmer with the "design feature" answer. "Requested design feature" is even better :)
 
I did report it in a beta somewhere, looks like it got lost.

That happens when you have to single handily maintain two 20+ page threads.

However, if you have roads all around a single mountain before getting mountainering and then get it your troops can move further on the road by going over the mountain than they can by taking the road. Sounds like a bug to me.

One man's bug is another's uh... exploit. I'm chalking it up as an unintended feature. Your units may not be going 1st class to there destination, but they will arrive safely, be assured.

Either that, or build roads on your mountains ASAP.

Although you do seem to becoming a "real" programmer with the "design feature" answer. "Requested design feature" is even better :)

I've found that I do it so much as a gag, but out of serious need. Half the bug reports I come across as simply ID10T errors, and the rest cause me to spend pulling hair looking for the stupid missing line...

Oh, and I'll take that statement as a compliment. I wish I was a "real" programmer... The things I could do...
 
?was it you or zapparra that removed my precious Teutonic knights? :( im so wretched without them
 
Shouldn't the Ice Breaker mod have a small chance of finding a resource? BTW I use this function to increase the workable tiles within a cities radius.

I am finding your Resource Refinement buildings a bit unbalanced. I have some ideas on how to fix this and will post them when I finish my current snail game :)

With the Fire Storm mod is there any reason you did not make the buildings upgradable in the same way Zappara made harbors etc?

I am finding it very easy to get greater than 100% maintenance costs in cities :)
 
Shouldn't the Ice Breaker mod have a small chance of finding a resource? BTW I use this function to increase the workable tiles within a cities radius.

Not sure what you mean. A resource where the Ice used to be?

I am finding your Resource Refinement buildings a bit unbalanced. I have some ideas on how to fix this and will post them when I finish my current snail game :)

I value your comments and suggestions.

With the Fire Storm mod is there any reason you did not make the buildings upgradable in the same way Zappara made harbors etc?

I hate python.


I am finding it very easy to get greater than 100% maintenance costs in cities :)

Sounds like I need a wonder or two that decreases maintenance. Or you need to stop building so many buildings. ;)
 
Yes, after all they have found all sorts of stuff under the Antartic ice, including coral.

I'll add that to my 'Wish List' then, as that would definitely fall under the category of SDK mods. I didn't even make the Icebreaker modmod. Someone else did a few years ago, then the WoC team picked it up, converted it to WoC, and I converted it to RoM...;)
 
Rats! I left cultural victory on so the game ended in the industrial age. Made 17 notes on game play while playing and may have a solution to the warlords problem. It will be a bit of a kludge but it might just work. It requires python.

I am still working out the details for changes to the Resource Refinement mod my current idea for stone, marble, copper and iron is that they only provide one extra resource and also generate a building supply (:hammers: only) caravan every so often like the crusader building does for crusaders. The sugar one also only produces one extra sugar and generates a rum wagon (:commerce: only). I have the python almost working and I have the artwork for the units, thanks to CFO Anubis, I just need to get them together.
 
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