GRM7584
King
I'll add more cities for the advanced natives; I initially had them but its not very easy to set them in "historical" positions, since I used Firaxis' city lists which don't fit the time period very well (indeed, the first 3-4 Aztec "cities" are essentially just suburbs in Tenochtitlan; most of the Maya cities are long abandoned by this time, leaving only the highland city-states intact).
The Arquebusier is supposed to use the default Civ 3 "Musketman" graphic; thus, I used a seperate "Musket Dude" .ini file trying to get it to redirect to the correct graphic instead of using the Napoleonic Europe scenario's graphic, but for whatever reason it doesn't work. I don't know how else to approach that.
I think I forgot to set Pirate appearance to the second era by putting the pirate unit there with no availability to player civs...If that is indeed how it works. I'll set it up in the next patch and hope it does. I may increase defense values for starting colonial ships across the board, but I'd prefer that any ship with a mast and large hull require timber, to keep things even across the board for if anyone wants to do random or alternate scenarios (IE start the french in cuba or some such) without having to use different sets of rules.
I will also see if I can't put another tribe in the Northeast of SA. I originally had one, but I think I removed them in favor of the Calusa. Not sure who to remove, though.
The Arquebusier is supposed to use the default Civ 3 "Musketman" graphic; thus, I used a seperate "Musket Dude" .ini file trying to get it to redirect to the correct graphic instead of using the Napoleonic Europe scenario's graphic, but for whatever reason it doesn't work. I don't know how else to approach that.
I think I forgot to set Pirate appearance to the second era by putting the pirate unit there with no availability to player civs...If that is indeed how it works. I'll set it up in the next patch and hope it does. I may increase defense values for starting colonial ships across the board, but I'd prefer that any ship with a mast and large hull require timber, to keep things even across the board for if anyone wants to do random or alternate scenarios (IE start the french in cuba or some such) without having to use different sets of rules.
I will also see if I can't put another tribe in the Northeast of SA. I originally had one, but I think I removed them in favor of the Calusa. Not sure who to remove, though.