Can you be more specific? Give me every detail you can... system specs of your computer, OS you're running on, civ you're playing as, explanation of what is going on when having problems, etc, etc. The more details and specifics, the more I can help.Unbelievable MOD! I really like the new naval units, I always got frustrated when combustion rolled around and I didn't have any oil and got slaughtered, but now its great!
Everything in this mod is perfect, except for this: when I play the 34 civ earthmap, the thing always starts glitching and closing down civ with no explanation around 300 bc, and it continues to shut down periodically, even if I reload the game from autosave. Any ideas?![]()
Unbelievable MOD! I really like the new naval units, I always got frustrated when combustion rolled around and I didn't have any oil and got slaughtered, but now its great!
Everything in this mod is perfect, except for this: when I play the 34 civ earthmap, the thing always starts glitching and closing down civ with no explanation around 300 bc, and it continues to shut down periodically, even if I reload the game from autosave. Any ideas?![]()
You know what would be really interesting... multiple art for the same units in different eras. For instance, the American battleship could be the WW2 Iowa version in the industrial/modern eras, and then when you enter the future era it changes to the default modern Iowa graphic. Similarly, the Langley would be the early carrier graphic during the industrial era, the Essex during the modern, and so on. This would let you make use of all those "duplicate" units out there.
The only problem is that the art defines only lets you allocate it by "early," "middle" and "late," which does not distinguish between these target eras. Industrial and modern are both "late." However, I'm sure with an SDK modification this could be changed.
Yes... a future version will have Dale's Air Force mod... but I haven't really gotten around to putting that version out yet (though I have most of it ready to go). It's something I will definately put more thought into and be flexible with changing things around a bit.I think you're considering a version of Dale's Air Force mod- so I want to suggest this: do not allow early bombers to strategically bomb buildings (and miss and reduce population). It's kinda unrealistic given the low casualty rates of WWI bombing.
Trust me, Wolfie's on top of it.I think you're considering a version of Dale's Air Force mod- so I want to suggest this: do not allow early bombers to strategically bomb buildings (and miss and reduce population). It's kinda unrealistic given the low casualty rates of WWI bombing.
You didn't mention your operating system... XP or Vista?
Yes... a future version will have Dale's Air Force mod... but I haven't really gotten around to putting that version out yet (though I have most of it ready to go). It's something I will definately put more thought into and be flexible with changing things around a bit.
Testing the AF Mod via Merged Mods- the WWI Bombers the way Ninja did it were horrifically overeffective. Yet I still ended up losing due to fighting too many coalitions.
I'd also look at Active Defense as well. Allows Fighters to attack ground units at end of turn (unsure if part of AFM, part of DCM though)
Can I ask for you to include Opportunity Fire as well? Gives another use to Siege units such as artillery, and allows ships to do something once they've bombed down the defense.
You're saying it's overpowered, or ahistorical?That's the overpowered mission- destroy buildings.
The reason- you tend to fail the mission, and really drop down the population. Terror bombing was not popular with WWI bombers. It's fine for WWII bombers, but it's completely ahistorical with WWI bombers. If you could tweak the odds of success down for WWI bombers, and eliminate the chance to reduce pop by "hitting civilians", then it would be fine.