HorseshoeHermit
20% accurate as usual, Morty
Well there's only 3 or so transhuman civics in each category, and not all of them have this conceptual problem.
<SpawnInfo>
<Type>SPAWN_EAGLE_BALD_NATIVE</Type>
<UnitType>UNIT_EAGLE_BALD</UnitType>
<bLatitudeAbs>0</bLatitudeAbs>
<zones>
<zone>
<iMinLatitude>25</iMinLatitude> (-50)
<iMaxLatitude>60</iMaxLatitude> (-40)
</zone>
<zone>
<iMaxLatitude>-25</iMaxLatitude> (-70)
<iMinLatitude>-60</iMinLatitude> (-80)
</zone>
</zones>
</SpawnInfo>
For building and map bonus placing latitude is symmetrical. 50 means 50 degrees North and 50 degrees South.@Dancing Hoskuld while I was making modmod with rescaled latitude limits for space map,
How does latitude limits work for buildings?
@Dancing Hoskuld
<zone>
<iMaxLatitude>-25</iMinLatitude> (-70)
<iMinLatitude>-60</iMaxLatitude> (-80)
</zone>
</zones>
</SpawnInfo>
For building and map bonus placing latitude is symmetrical. 50 means 50 degrees North and 50 degrees South.
Animal spawns on the other hand can be both absolute and not. That way animals can spawn in the tropics both sides of the equator such as some of the sea critters or others like the Tern can spawn at both poles but need to move outside that range.
Eh it was typo.Max and Min not coincidents!
You forgot to add comment to this SVN revision, so I added it.
<Define>I believe the animal spawning was turned down just a few 2 much?? I a, hardly getting anything besides cow/cattle/pigeons and very few of them in the Medieval era?? Course it could be the map i am playing on also?? My Narnia map . .
Well I'm checking and fixing maps, I'll commit when I finish fixing them.how can i change that then on MY 2 maps i have?? any help with other stuff wrong on these maps are appreciated also . .
What is its ingame name?Can anyone figure out how to get that OLD Mongol camp working correctly??
What is its ingame name?
And what is that? Building? Unit? Improvement?
What old version of it did?
yeah, the mongol camp was originally in Warlords edition of Civ IV . .It is very much like the Civ I-III barbarian camps. They are an improvement that spawn units without the need for buildings or resources.
Sort of what I want to do with bandits.
My view for C2C with such, would be that a barbarian unit which has the gear can set up a camp to build more like them. Not have such camps spawn the latest and greatest units based on average tech level without regard to the whole C2C resource system.
10167
Added game option "Upscaled Research Time" for experienced players that manage to get ahead in technology of the AI on a consistent basis.
Upping research cost by 40% represents tech global of 882%.