Hydromancerx
C2C Modder
Updates
- Changed Goth to require Mushrooms and Saxons to require Iron in their city vicinity.
- Changed Goth to require Mushrooms and Saxons to require Iron in their city vicinity.
WARNING to ALL
In light of the recent discussion that was made and the final decision by our Temporary Fearless Leader/Boss DH, it has been determined to delete some of the Custom Civilizations that are in the modules area.
Please DO NOT discuss it any further in this thread.
If you need to keep some of them, do so now, i will be deleting them alittle later, but will post them in the modmod thread instead. thx you for you patronage. . .thx. . . SO![]()
I thought I said new ones should be in the modmod area not existing ones.
The only true question (for us, players) is the impact on actual game using these civs.
If save are f*cked, maybe it's time ti put all these thing that will break compatibility
WARNING to ALL
In light of the recent discussion that was made and the final decision by our Temporary Fearless Leader/Boss DH, it has been determined to delete some of the Custom Civilizations that are in the modules area.
Please DO NOT discuss it any further in this thread.
If you need to keep some of them, do so now, i will be deleting them alittle later, but will post them in the modmod thread instead. thx you for you patronage. . .thx. . . SO![]()
Would be nice to put a majority of the units in a modmod too. Or at least collect all of the custom units from the modules and put them in a separate one. Nothing i hate more than clogged up unit lists with 99% being something no one uses.
Not quite understanding what your trying to imply??
He says that somes units are less popular or not popular at all and never used in game.