Dancing Hoskuld
Deity
The game option over-rides the settings page. I should make those options disappear with that gameoption though...
And the tech trading/brokering ones also.
The game option over-rides the settings page. I should make those options disappear with that gameoption though...
Alright, I have a working prototype...
Critics... get ready...
Spoiler :
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So what is missing?
Wait... Why can't you just toggle both the worker and military trading to off? I've removed the military trading one from the RoM screen (since it is now here).Talking about Diplo options:
Why don't you add an overarching option in RoMSettings or even move them to Diplo tab for No Units Trading above the option already there called No Military Units Trading. That should stop me from continually deleting UnitInfos.xml and unitschema.xml files from Advanced Diplo folder because I want NO! unit trading, not even workers.
Wait... Why can't you just toggle both the worker and military trading to off? I've removed the military trading one from the RoM screen (since it is now here).
I forgot to mention, those files you keep deleting have secondary purposes as well. You damage the effects of Right of Passage, as Missionaries & Execs aren't normally marked as "Only Defensive" by RoM.
Hi guys, I don't know if its been discussed but I've spent quite a bit of time going through various mods and havn't seen it.
If workers were charged a cost to build an improvement it would add some (further) realism on a number of fronts. For example;
The cost to build could be 2 times w.......
My simple idea is this. If a unit does not have as many movement points as the space it is entering demands, then it cannot enter it. It becomes impassable. For instance, currently a scout with a movement of 1 can enter a forest (which requires 2 movement) if he hasn't moved anywhere else that turn. This would now be impossible.
This means the unit has to get an upgrade to increase movement, either in battle, or from a goody hut, or techs need to be researched to enable faster moving units. The idea is to slow down early exploration and I think this simple change will acheive this.
Wow! It's nice to actually get your ideas listened to.![]()
Now that sounds fun. Would the early techs be tweaked to enable fast movement or would the basic scouts be extremely limited in speed?
sounds good. though i still prefer the lose contact if not in sight idea. could add quite a lot of interesting aspects to the early game. if both ideas could be realized this would be best option.