These skins are for N.American civs.
Make sure you ref what you are talking about thx, i didnt know for sure if it was the post above or what???
So i am guessing here, the ones i have listed above were in the S American files, and look S American to me, with the Jaguar looks and all.
All skins are in directories refere to every area: Africa, North America, South America, Europe, Middle East, Asia. I know that you think that jaguars dont live in North America but belive me they live once:
http://lh3.ggpht.com/_LlfXWxcpJyU/S...2VcizrNUgU/s1600-h/jaguar-range-map-1[10].gif
When I start creating S.American skins I choose more like incas look then Aztecs/Mayans.
My PC wont let me go to that page, something about malware problem.
What program are you using? Im using in one computer Eset NOD and on other Avast and they dont have any problem with this site
Anyway check this image in attachment.
Also I have a plans (after we end with Renaissance and Industrial era) another sets of skins for Native Americans, Greco-Romans, Mongols and Hindu civilizations. But first I want to end with these 6 primary ethnic groups. Great please PM me if you dont want others to see, thx. . . SO
@ Hydro: See here WE run into that DARN Central American problem again, and not just AmericaI am getting this too much lately?? What do you think we need to do, but pls write in a different thread thx.
Well i guess sense i am writing i might as well do it here, but i know wrong area, wrong topic, but any ways:
SVN6537
Fixed an Xml Error in Modules/Faustmouse/Buildings/Buildings_CIV4GameText.xml.
When doing so, please ask before you do it. This is true for all modules from other Modders. The reason is, that if I'd commit now my new stuff, your changes would be overwritten again. I have to download the new Text.xml, replace my modding file with your fixed one and mod in this one then. Not much of extra work but it can be easily overseen.
That's why we tell the Modul's "owner" that there is an error so he can fix it rather than fix it by ourself.
When doing so, please ask before you do it. This is true for all modules from other Modders. The reason is, that if I'd commit now my new stuff, your changes would be overwritten again. I have to download the new Text.xml, replace my modding file with your fixed one and mod in this one then. Not much of extra work but it can be easily overseen.
That's why we tell the Modul's "owner" that there is an error so he can fix it rather than fix it by ourself.
You have to Update the Svn before Commiting everything else makes no sense. Because then you do it that way a Change like the one i made is automatically merged in.
With asking i agree if it is a big Change and not just a small error in the XML. Because then i would spend alot time with asking instead of getting things done.
And another thing that goes for everyone including myself is Test the changes you make before Committing
Well ok then.
I do testing my buildings and they worked fine, so I'd like to know what the error was that you fixed (I can't learn more if nobody tells me what I do wrong).
And usually I update the SVN right before comitting but still use my modding Building files since nobody else changes them.
With asking i agree if it is a big Change and not just a small error in the XML. Because then i would spend alot time with asking instead of getting things done.
Well ok then.
I do testing my buildings and they worked fine, so I'd like to know what the error was that you fixed (I can't learn more if nobody tells me what I do wrong).
And usually I update the SVN right before comitting but still use my modding Building files since nobody else changes them.
I have to disagree. It is quite possible that your change to my unit or whatever may in fact get lost because you make the change but I got rid of that unit from that folder and put it in another. Which would mean that the error is still there just in another file and you will have to do the fix again.
This happened all the time when I was building up the subdued animals mod as I would add each animal in with separate files and release then at a later date delete the separate files and put them in to one big file. If you had made a change and not told me I would not have noticed as my tests etc would have been done on a folder without those extra files in it. I would then sync my test c2c with my svn copy which would delete those files, update my svn which would put those files back in, then I delete those files again and commit. After all I am the only one working on them as far as I know.