[BTS]LateGameMOD

All right, ability to found a city may be enabled in unitinfos.xml, I checked it out. Two things else. 1. Some specific German letters aren't visible at all (with dots at top, for example) in my English version and gaps in words appear:confused: ...and German cities names look weird.:p 2. The game begins in 1850 but in the Stone Age :eek: so what speed prefer? If play marathon then too slow the game goes in the beginning, if play normal I fear the game will become too short to the end.:rolleyes:

1. ok...i'll have a look at the names and change them all to english ones. (in next version)
2. recommended speed is epic, but normal runs fine too! (the techtree is pretty long so don't be scared that the game is over so quickly)
3. the game starts in 1850 because the years are seperated in months...when you reach industrial age (epic speed) it will get pretty accurate.
4. when you enable the cityfounding you have to change <DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI> to <DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI> too!
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
And this one, too

Thanks for feedback....
 
Looks interesting.;)

3. the game starts in 1850 because the years are seperated in months...when you reach industrial age (epic speed) it will get pretty accurate.

Why not set up with all civs given all pre-industrial techs? That'll add quite a bit of realism.
 
That sounds like a good idea. (It'll save would-be scenario makers some work and IMO it would just be more fun to play as well.):thumbsup:
 
for some reason dcm battle effects are not working :sad:.. luv the Modern Units they are very realistic.:goodjob:
 
The next version (see upcoming 1.06) is about to release but i really need more feedback (especially balancing or bugs)....otherwise iam pretty content with the next version except my new scenario (renaissance scenario). It crashes constantly after a few turns (it has something to do with the EVIL iraqis) but i dont find the fault. shall i release and you people will help me find?

cheers
 
Ah... Netzen bei Maik... I remember: why not make it 2 maps - one actual 4400 BC and a 1930s map (befitting to the Late Game)? Shouldn't be too hard to make, I reckon.

I mean: starting at 4400 BC with 3 cities is a bit off. Just a thought. (And you might want to add a bit more info on the DL page.);)
 
Great Job, very nice mod :)

may I just suggest 1 small thing :) Would it be possible to shrink the unit size of Ships/Tanks/Motorized vehicles as they seem freakishly large :)
 
Great Job, very nice mod :)

may I just suggest 1 small thing :) Would it be possible to shrink the unit size of Ships/Tanks/Motorized vehicles as they seem freakishly large :)

thanks...
i like the size of the units....if you want some units to be smaller you have to do it on you own in: assets/xml/art/CIV4ArtDefines_Unit

Example (these lines affect the size of the units):
<fScale>0.6</fScale> (this is the ingame unitgraphic size)
<fInterfaceScale>1.0</fInterfaceScale> (this is the interface (like sevopedia) unitsize)

cheers
 
Hello. I played this mod Ver 1.06. This mod is very interesting.

also I played some airplanes. ex) f-2, f-117, f-15, f-16 and so on.

but only four airplanes can moved from city to city.

then this means when broken the war should I fight only four airplanes in each city?

Mr. nudden. Please answer to me.

and I'm sorry that I can't help you about multiplayer.
 
Hello. I played this mod Ver 1.06. This mod is very interesting.

also I played some airplanes. ex) f-2, f-117, f-15, f-16 and so on.

but only four airplanes can moved from city to city.

then this means when broken the war should I fight only four airplanes in each city?

Mr. nudden. Please answer to me.

and I'm sorry that I can't help you about multiplayer.

Do you mean the city's air unit cap is 4? normally the base rate in my mod is 2 and with an airport you expand the cap to 6 (+4 cap). so at least you should have been able to hold 6 air units in the city. if you wanna change that you have to open: assets/xml/GlobalDefines . then search for line (with strg+f): CITY_AIR_UNIT_CAPACITY. beneath this line change the base number (2) to a number you like.

cheers
 
Thanks nudden.

and I have one more question.

I think that siege unit range bomber damage is weak.

catapult, cannon...

I have many siege unit but I can't success range bomber damage.

so I'd like to change that bomber damage more powerful.

How could I change that?

Please answer to me one more time. thanks.
 
How could I change that?

open assets/xml/units/CIV4UnitInfos in the mods folder and search for the siege weapons you wanna change. then search for these lines:
<iCombatLimit>35</iCombatLimit> (max damage is now 35%)
<iCollateralDamage>100</iCollateralDamage>
<iCollateralDamageLimit>20</iCollateralDamageLimit> (max coll. damage is 20%)
<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>

<iBombardRate>8</iBombardRate> (with this bomb. rate the siege weapons destroy the city defenses)

<iDCMBombAccuracy>40</iDCMBombAccuracy> (this affect the accuracy of the ranged bombardement)

cheers
 
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