OK - V2 is published. It's 35MB in size so I'm no longer able to update the civfanatics version of the mod. Have to go to Steam to download.
Summary of Changes:
- Added the Drako and Beasmaster classes/promotions
- Changed Apothecary description so to "Holy Site" instead of "Academy"
- Added horse requirement to Marauder unit; changed obsolete tech to Guilds vs Printing Press
- Fixed the non-working Rune Warrior model
- Adjusted the new Barbarian units so they would appear earlier in the tech tree and not obsolete so early – intent is to have more of these units available longer while the map isn't completely controlled by major civs
- Set multiplayer options to "ON" – in an attempt to test MP functionality
- Increase flavor settings for later-era units to help the AI spawn them more often
- Adjusted several classes, so that fewer units can build Holy Sites. In the next version, I plan to add the "Cairn" terrain improvement, which is similar to a Holy Site, but with lower yields. Most of the units in the mods will be building them instead of Holy Sites.
- QOL Adjustments: removes XP limit for killing Barbarian units; allows Great Artists, Engineers, Merchants, Scientists, Settlers, and Workers to be captured. Settlers remain Settlers when captured; allows Caravans, Cargo Ships, Settlers, Workboats, and Workers to be available the same turn they are purchased; increases Settler and Worker movement to 3; provides a free Worker at the start of the Ancient Era.
OK - I've implemented about all I had originally planned to do with this mod. Only things I have left to add are the Cairn Terrain Improvement (Holy Site Lite) and a few of the Barbarian units I will make playable (werewolves, vampires, oh my....).
If anyone has anything else please let me know. And thanks again for all the help getting it to this point. It's actually pretty fun to play...
