My SVN step by step usage guide given to someone else earlier: LINK
EDIT: Revision 9098-9125 break old saves
Can u get with DH on this, so he can get it into the 1st post correctly, WHEN he gets his computer going again that is, thx . . SO
hey guys i dunno if this is the right thread to ask but im wondering what exactly happend to all the purple promotions? your units used to be able to get them assuming they meet the requierements but now they can't, last time i played was back on v35 and it wasn't like this
This is the wrong thread.Those promotions are being turned back to special ones like in RI where they come from. They will require you to spend a Great General/Admiral/Hunter/Pilot to get them and will use a Great or National Wonder for the mechanics.
Well, it's one of the many reasons Neanderthals shouldn't be animal player units. Making them animal player units also means they are susceptible to animal combat modifiers.Would it not be more elegant to add this line to UNITCOMBAT_ANIMAL & UNITCOMBAT_SEA_ANIMAL?
<iCaptureResistanceModifierChange>1000</iCaptureResistanceModifierChange>
I think units such as trained dogs, wardogs, and train-able felines should loose the UNITCOMBAT_ANIMAL and rather use the UNITCOMBAT_TAMED or perhaps UNITCOMBAT_ANIMAL_ASSISTED.
This one is already used in UNITCOMBAT_WILD
<iCaptureProbabilityModifierChange>-1000</iCaptureProbabilityModifierChange>
The reason not to put the resistance at wild is because Neanderthals are wild and not wild if built by the player, so it is difficult to then fix it so both the wild and un-wild both gives Neanderthal captives.
It's just a lot of various entanglements, not the least of which, Neanderthals are not animals. Conceptually. There would be AI issues and the tag that gives units a combat modifier against barbs would stop working against neanderthals, which is really at the beginning of the game the primary reason to take those promos! I'd LOVE to add them as their own NPC civ though. Would be even more interesting if they could have their own cities and be a truly alternative barbarian NPC using much of the same programming as barbs.What animal specific modifiers would Neanderthals get if they were assigned to the AGGRESSIVE/PASSIVE animal team?
<iAnimalCombat> is the only one I can think of and it could easily be replaced by a modifier against UNITCOMBAT_ANIMAL instead.
Actually this is not necessary to remove because for the core game these still function but on Size Matters they do not.I removed two spawns (the ones that spawn 3 bisons and 3 wolfes at the same time)
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@Harrier I removed two spawns (the ones that spawn 3 bisons and 3 wolfes at the same time) & tweaked a few team affiliation (far from all, just a few.).
Actually this is not necessary to remove because for the core game these still function but on Size Matters they do not.