[BTS] Beginning

r-, i am trying out your mod .80 and it is working great just to let you know, i had only one minor problem... the Burj_Al_Arab building does not show up in the game in the city when it is built.. other than that its working great

thank you for making a community mod, i really like the combination of mods you have in beginning .80

also, ever think about adding the 3 sqr radius mod... i think they updated it to Enhanced city Sizes .94, it just expands the culture radius to give you more worakble tiles rather than just a level of two...

also, is it possible to add the Plauges and Marsh mod that Rhye has in his mod?

anyways, no critisisms here, just praise, keep up the good work!:goodjob:
 
Excellent mod ! i gived it 5/5 rating to your thread...

Because Revolution mod is necessary and it's the first time that the module function 100 % well ;)

Civ with Revolution module is Civ5 pratically
The civs are no longer immortals...

For example on a standard map with starting 7 civs, we are now 25 civs in 1850...

But i have bad played so i restart
 
Excellent mod !
Civ with Revolution module is Civ5 pratically
The civs are no longer immortals...


I agree with this.

Roamty, how about Marnz's inquisitor. It would be good for clearing out unwanted religions to solve the relgious rebellion problem
 
so i am officially addicted to this mod! ha
thanks for implimenting the marsh mod, very interesting!

i came across three more mods tonight the
settler religion mod (makes settlers carry their parent cities religion to the new founded one)
http://forums.civfanatics.com/showthread.php?t=145729

immigration mod (makes immigrants)
http://forums.civfanatics.com/showthread.php?p=4149559

regicide mod (makes king units for all civs, to play regicide from civ 3)
http://forums.civfanatics.com/showthread.php?p=6133655

settlers (adds more preferable attributes to settlers, modern settlers can settle bigger cities with buildings built in them)
http://forums.civfanatics.com/showthread.php?p=5798937

the down side is these are all python edits, i tried them, and i utterly failed...
kept getting errors and such, maybe you can have a shot if any of these appeal to you
 
r-
i know you didnt make the mod but maybe you have an answer...
tried the recicide module, works good, but i have a question, i noticed the ai civs were disbanding their kings, and i could do it too and not face that issue, also they were sending their kings out to explore? is there anyway to overwrite that to make them more protective of them and not able to disband them?

pps, any news on the plagues mod? im still trying to intrigrate it with your mod but im running out of luck i keep getting xml errors in the unit_promotions xml... sigh
 
Thanks for all that Roamty. I'm trying out a game with Kings. they do scout, even with the Defense aspect, but at strength 20 this isn't really a problem.

I'm gonna change the art to Ancient warlord though.

Thanks again.

Edit. I looked for Primax on the forums, but he isnt around lately so I'll ask here, though I realize it's not your mod.
I start with no other unit, warrior or scout. Other civs are getting their units. Any idea how to fix this?
I looked in CivilisatonInfo to see "free units" but I think it's not there for starting units.
 
r-, ive noticed that in the settlers module u added, the revolution materials arent popping up anymore?
is that intended?
 
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