Hydromancerx
C2C Modder
I added this because I am adding about 25 new Civics, many in brand new categories.
What civics and civic categories were you thinking of adding?
I added this because I am adding about 25 new Civics, many in brand new categories.
MrAzure,
do you think about updating your SVN for people interested in your modmod?
I was going to see if I could come up with a World View - Banditry/Piracy to balance the current criminal unit usage.I was not going to change the GP rate but was going to affect international relations.
And then there is still the vicious circle where you need nanobots to construct the buildings that are needed to build nanobots. A big number of TH buildings can never be constructed at all (iirc they were included by you).
MrAzure, please don´t add so many building dependancies. While it is somehow more realistic to have Berry Bushes dependant on Root Tubers it destroys the idea of using building lists to reduce micromanagement. While this definitely is not so much an issue in prehistoric it is really a pain in the ass on what you did to the Transhuman Age buildings.
And then there is still the vicious circle where you need nanobots to construct the buildings that are needed to build nanobots. A big number of TH buildings can never be constructed at all (iirc they were included by you).
Does the SVN of Empire Earth replace your MrAzure folder in Modules or are they designet to co-exist next to each other?
Just want to kow before i start downloading.![]()
Platyping said:Set a Global Limit to certain Techs
Since I created Natural Wonders as World Features, Artifacts as World Promotions, why not World Techs. With this restriction, you can grant certain benefits to only first X teams that research the tech, such as access to certain units, bonus to worker speed etc.
TechConquest is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.
The number of points you get is based on the size of the city that is captured. You always get a minimum of 25% of the cost of the tech, plus a random amount. The random amount is from 0 to (city size x 5)%. So for a size 4 city, you would get 25-45% of the tech cost. For cities greater than size 15, you get an ever increasing chance of getting the full tech. For example, for a size 20 city, you would get 25-125% of the tech cost, where anything over 100% would get rounded back to 100%.
but there will be new building upgrade chains like what I just posted about Root Tubers. I just want less "building" spam, but only 10-20% of buildings will be affected.
How would you feel if Alternative Timelines were National Wonders instead of World Wonders so that everyone had a chance to build all Alternative Timelines? We could of course increase the cost of those buildings.
Oh dear. The point of the Myths was to simulate the Neolithic burst of knowledge, but more importantly I am in the process of changing all Myths and adding in Tales, Stories and Legends to fit the new tech tree. The Myths would be auto build and go back to becoming obsolete at Writing.
Yes there must be loads of underused tags, so best of luck finding uses for them. Also good idea with the varied population level requirements, all of them being 6 or 13 (or none) does seem to be a waste of the available flexibility.![]()
I already don't bother building civic related buildings because they will stop functioning. This will add a new set of buildings I wont build because they obsolete when my population gets too big.
To be honest the only population related buildings I like are the ones that stop your population growing if you don't have them like in the Civ IV mod Total War or in Civ III.
Thanks for clarification.They are 100% independent. You are going to have to do an SVN of Empire Earth outside your Caveman2Cosmos folder and copy and paste the main directory (Assets.XML) to your Caveman2Cosmos directory because you cannot have two SVNs in one folder.. I am looking at easier ways to do this.
Currently the only files that are overwritten are:
Modules/MLF Loading Controls
Assets/Config/init.xml
Assets/Config/Romsettings.xml
Python/Screens/CvCivicScreen.py
I am trying to add everything that is possible under Modules/XEmpireEarth