I should be uploading updates today...
Uploading the rework of improvements, It really simplifies them. However it's meant to work only with my build able resources as it removes all other build able structures other than roads, removes, scrubs, and forest preserve. In a future update I will allow it work tiles with bonus though... Has a compatibility folder to work with Afforess-meteorology mod and the cheater civ. Note on this if your not using to mods you will need to remove those from the compatibility folder or it will generate errors on start-up also it does not modify there mods in anyway, what they do is either make replacements for units to use my improvements or add the tech effects into my farm tree/sea harvester.
I will also be adding some of the annoyance set:
Tech Screen Color Contrasting (Non-Modular)
Year 12000bc (Sorta of a requisite for build able resources)
No limit wonders and Max cap changes
No overproduction gold (balance for build able resources, and good for cheaters civ)
Healthy Clean Power, and allow green societies to clean unhealthy power sources.
Changes:
* Will be posting thread for each mod set
* All My mods now belong under:
rise of mankind/assets/modules/flamesofphx
*******Build able resources**********
Reduced Cost of everything.
Will remove all resources from all map scripts now (Still modular though).
Change Alcholics anonmous and tobbaco regulation into one building "The ATF" -It's a
great combination isn't it.
Update will not yet have the plus thirty events I am working on for it.
*******Cheater Civ**********
Gave it a special trait instead of all them,
Still have not made leader heads with every type of trait for testing.
Still have not made sarcasm/joke scripts for society yet.
Reduced a few things so trade does go through the roof.
You will also want to add no overproduction gold annoyance to stop this mod from
producing trillions of gold by like the 200th turn.
*******My Replacement technique**********
I have separated and will be uploading zzz-invalided civ and show on instruction page how I use it to make replacements of regular units (modular). Still working on hiding civpedia entries (not that critical though). Along with some tips I have learned for easier deployment, like the fact the game doesn't care if have all the lines in the dtd schema.
Alot of my changes are like
Code:
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
<CivilizationInfos>
<CivilizationInfo>
<Type>CIVILIZATION_INDIA</Type>
<Units>
<Unit>
<UnitClassType>UNITCLASS_WORKER</UnitClassType>
<UnitType>UNIT_ADEPT_INDIAN_FAST_WORKER</UnitType>
</Unit>
</Units>
</CivilizationInfo>
</CivilizationInfos>
</Civ4CivilizationInfos>
Add that's all that is all that is need to add a unit into civilization. None of the other lines need to be added.