Well, I haven't tried yours but I think you haven't tried ours either.Hey Nexus,
How about considering the ranges attack i developed?
Might be cool. I disliked volly on other mod itereations.
Yeah like Nexus said, it's pretty tweakable. What would you like changed?Hey Nexus,
How about considering the ranges attack i developed?
Might be cool. I disliked volly on other mod itereations.
Yeah I had the older volley system completely gutted and redone, it was pretty messy and not very customizable like it is now in XML.yes i havnt tried. just assumed usage of an older mod part.
It's using it.interesting.
how does the AI handle?
Nope, there is no bonus other than your human brain being able to make better decisions than the AI.However I have the feeling that as a human player I have some bonus when using it.
Nope, there is no bonus other than your human brain being able to make better decisions.

thats probably tricky abd hard to teach the AI.However, the volley bombardment of improvements doesn't seem to work. Also the "sentry" option in some cases doesn't work.
thats probably tricky abd hard to teach the AI.
Although i used super forts which adds the ability to bombard improvements with AI capability to it.
Well, it's a known thing. It wasn't developed and I don't exactly know if @Inthegrave is planning to add that or not. IIRC he does but time is still a question.However, the volley bombardment of improvements doesn't seem to work.
What do you mean? Are your units not awakened when the enemy is near?Also the "sentry" option in some cases doesn't work.
Yeah it's on the list.Well, it's a known thing. It wasn't developed and I don't exactly know if @Inthegrave is planning to add that or not.
What do you mean? Are your units not awakened when the enemy is near?
I noticed that units (Archer,Melee,Siege etc.) in coastal cities don't awaken when an enemy ship comes near the city. I still get a message that the enemy was spotted.
I didn't noticed this for units in landlocked cities so far.
sure, I removed these lines
routeList = self.top.getRouteList()
for item in routeList:
list.append([item[0],"Route",item])
elif (type == "Route"):
screen.setTableText(self.tableName, iColumn, iRow, u"<font=3>" + item[0] + u"</font>", gc.getRouteInfo(item[1]).getButton(), WidgetTypes.WIDGET_PEDIA_JUMP_TO_ROUTE, item[1], 1, CvUtil.FONT_LEFT_JUSTIFY)
Edit: Btw Zeta, if you understand python then maybe its worth to look C2C routes page files.. I looked those and they look like pretty much similar.. maybe its easy to copy their routes section to AND?
I also just recently came across the "Route Pillage Mod" which adds a separate route pillage command for all(?) units. With this you are able to destroy routes separately from improvements, which adds a lot more strategic options.
And you are finally able to pillage routes inside your own cultural borders which is an option i greatly miss in the game.
I think the function would be a really great addition to AND - and the Dev provides already all important sources to integrate it to other mods.
The same Dev also has an other mod called "Air Combat Experience" which has some useful additions to Air units.
Yeah it will be fixed at some point.Is it possible to fix the really old AND bug where the Routes and Index section in the Sevopedia is cut off ingame?
Route pillaging won't, Air Combat Experience possibly.Any chance of either of this happening?