Bastian-Bux
King
- Joined
- Mar 29, 2006
- Messages
- 788
Well, 100 exp max is fine for FfH2, and would be a serious incentive to upgrade troops.
Well, 100 exp max is fine for FfH2, and would be a serious incentive to upgrade troops.
Did anyone encounter problems with the Standard Ethanol ?
I build it but it does not provide any oil for the production of units, since for the citys healthiness it ist recognized!
Grave:- Just had a CTD almost certainly caused by the "pillage mod"...Pillaged a cottage no longer in anyone's borders (I just raised the city) and immediate CTD.
By pillage mod you mean route pillage mod or actually cultural combat influence mod as I would suspect the last for such a CTD. I mean when pillaging an improvement a small amount of culture in the tile is moved from the owner to the pillager. However an improvement in no-man's land would return null for the owner. This might cause a CTD if the code doesn't take this possibility into account.
Quick point on xp from barbs/ barb xp counting towards GG:-
Just to nitpick cause I like to25% of 20 is 5, not 4
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Also, could you maybe address some concerns I brought up earlier in post #779?
Hello Gragve
1 - The sliders change increment for research, culture, or espionage defaults to 10%. In most cases 10% is a huge change that may mean making tons of gold instead of losing tons of it. I always make that 5% to have the chance to fine tune the sliders so I can be in the green with cash without losing too much research.
2 - The limit on xp points acquired when winning combat with Barbs is 10 xp by default. I think it is quite unfair especially if one is playing with raging barbs. So much fight goes for nothing. It is also nice to have experienced units when it comes to the real fight against the AI civs. Of course both human and AI players can gain more xps from fighting barbs so it won't be actually unfair to either remove the limit or at least raise the figure a little.
3 - As it is outlined in this post http://forums.civfanatics.com/showpost.php?p=6365037&postcount=779
The only problem of the odyssey speed is the lack of build options early in the game. Being a great fan of this speed I usually add a process that turns only 10% of the hammers a city produces into wealth and 10% into culture. Due to rounding and low production early in the game these almost always amount to 0 in most cities. So it is actually an Idle process that you can keep building while nothing of real use can be build in the city. I call the process Carnival as if the city is building entertainment that brings in a little amount of money and culture.
LOL ok final update:
IT WORKS!!!! I had put the first file into my documents/mods folder...then just for giggles I put it into the Beyond the sword folder on my C drive and voila it worked! haha..woot!
I have a question on King David being Spi/Sci. Now im not a hebrew scholar by any means, though I do read the bible alot (hence the nickname i have...though that was also my main from CoH). Just wondering what convinced you to put him as Scientific and not say Aggressive or even Imperialistic. I know most leaders in RL prolly had more than 2 traits and it is prolly hard to only give 2, so I was just curious on why you did.
I don't understand what people are talking about with this mod not working...I installed it yesterday, installed all the patches...It ran fine. Actually, it ran about as well as any Mod available.
Well done, Grave...I am now presenting you with the Civ Modder of the day. Congratulations!![]()
Dale has already released an update for his combat mod. The update fixes the battle effects component bug and also adds a bombardment ability for archers. Can we expect patch 1.04 to include these updates?
Did anyone encounter problems with the Standard Ethanol ?
I build it but it does not provide any oil for the production of units, since for the citys healthiness it ist recognized!
Grave:- Just had a CTD almost certainly caused by the "pillage mod"...Pillaged a cottage no longer in anyone's borders (I just raised the city) and immediate CTD.
Edit:- Yep tried the "pillage in no longer existing city radius" in another game, and immediate CTD. Dunno who wrote that mod, but they need informing,
Ive noticed something funny with the great prophets, that Im unable to build their special buildings with them. I was wondering if perhaps there is a tech associated with that now that allows them to build them...I might have missed it with all the new changes the mod brings.
It's allowed build well on terrain without oil?
First i would just like to thank grave for what is simply the best mod hands down for civ4 EVER!!!, i know you have probably been thanked more times than you care to remember but i dont care i will say it anyway... thanks
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Now the main reason iam here is to let you know that i think there may be a prob with the graphic for the colossus (its near Damascus on the far right) maybe this is just me but everything else in the game is fine
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Secondly... if iam to be honest THE ONLY! thing i i dont like about the mod is the naming of the units... for example= archer 14 of hasting (just to much to look at for me) so is there a way of changing this without having to rename every unit?.... kinda reminds me of Alpha Centauri
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Yes i have my prophets in the holy city, which in this case is Jerusalem, which is home to Judaism and Christianity...strange how that workedI do not get the option to create the special buildings. Im assuming then, that this problem is something new and Im the only one having it.
I also have it in both places now..and its running great! You have done a great job on this and deserve several slaps on the back!!!