davidlallen
Deity
On the topic of horse units as suggested by Jabie, I had a crazy idea.
I think I had make some easy mistakes.Now it's Ok.Thanks all the same.My friends would love this mod,I think.
I still have a question which confused me a lot.Are the animals to strong?In the beginning of the game,I rarely explor the map because it's too dangous to do so.When I play the game for the first time,I failed in the second turn.
I got those survivors done. A whole bunch of them.
I had run the mod on 3.17. Only to test the units, as i don't have time play a lot.
It does start up, generates the map and allows basic stuff like unit production/movement without any interference.
Crossbow Survivor is on my list next but i was hoping to borrow wome pieces of protective gear (like maybe helmet or shoulder pads) from SeZereth upcomming punks. The plan is to rig the survivor on crossbow with a different texture and some of the said protective gear, to make him more different from the basic variant.
In the late game, I am having trouble with a game engine bug involving units with negative movement allowance.
jabie said:The game run seems to run on 317 and 313, as far as I can tell. I agree with the previous poster about getting a sub-forum set up. It makes it a lot easier for people to create threads about balance, unit design, strategies, etc.
Game is definitely not for builders. A UN style victory that unified the people under a single belief might not be a bad idea. Think a mixture of AP in the main game and (another below-average Costner movie) The Postman.
Nukes - I got a lot of them from silos, I was playing on Settler (best way to learn all the new nuances of the game), but they ought to be rarer or they'll totally dominate the balance of the game.
Airfields - Gunships are great, but I'd've thought there'd be a lot more planes hanging around than helicotper gunships. A little variety in the units produced might be interesting.
Speaking of balance, I had no way to control culture, so the thunderdome never did me much good and the lack of luxuries, kept some of my cities in a fairly permanent state of dissatisfaction. Searching some of the ruins might provide "luxury items" - old movies, hit singles, a conch shell(?), that kind of thing. Brewing vodka and whiskey might be another option.
You may want to rethink the ruins design so that it's easier to see which are depots, airfields and city ruins. One possibility would be to use airfields and depots but add smoke to them if they are ruined. Easy to see, intuitive and probably a lot easier to do than coming up with lots of different tiles. You also might want to replace the Goody Huts with something more apocalyptic. The Ruins building (http://forums.civfanatics.com/downlo...o=file&id=7660) would do the job.
BUG: Leonard Nimoy occassionally says the wrong thing when researching a new tech. BUG: Some of the TXT startegy links are missing. OBSERVATION: Some units could not capture Workers.
BUG: Recycling didn't seem to do anything.
COSMETIC: The gas tanker is off-centre, it'd be easier to control if it were centralised.
I want to get a little more momentum before starting a whole sub-forum; the only mods with their own sub-forums are really "big league".
Air units can stay in Forts. The XML tag "bActAsCity" or something similar, makes the fort act as fort (allow ships and air units to enter). I guess if you give this to the Rebuilt Airfield it will allow airplanes.More unit variety is a good idea. At an airfield, you might expect fighters, bombers, etc. True air units, other than gunships, need to be based at a city. I will have to think about how to make sure that happens when the unit appears at a ruin. I was also thinking about some kind of airlift capability, to make it easier to move units around fast during the late game.
Where is the conch shell from?