Mexico
TR senior programmer
aahh..first time i missed this...thankAnaztazioch said:@ Mexico
Spartan117 put this http://forums.civfanatics.com/showthread.php?t=175490
It has downloads, so i belive everything is there.
aahh..first time i missed this...thankAnaztazioch said:@ Mexico
Spartan117 put this http://forums.civfanatics.com/showthread.php?t=175490
It has downloads, so i belive everything is there.
Anaztazioch said:@ Mexico
Spartan117 put this http://forums.civfanatics.com/showthread.php?t=175490
It has downloads, so i belive everything is there.
yes, i knowSpartan117 said:It was the very first link I gave, silly![]()
have you latest version? this bug was already resolved...miserable09 said:Hello,
On a previous game as England I had assassins that I could fortify in a rival city (clicking shield icon) and after two turns all hell would break loose.
Current game as Japan, my ninjas fortify in a city but nothing seems to happen except they can spy.
Is this normal?
-j
Mexico said:have you latest version? this bug was already resolved...
ehm..small correction:Anaztazioch said:Warlords Total Realism beta 2.0
3.0 is soppoused to come thi weekend (translation: next weekend)![]()
interesting post - may be used as unit librarySpartan117 said:what about including some of these units into the game as ethnic units.
The units are from WW1 to present. There are many the realism mod hasnt put in. This mod hasnt came out yet as it is only a preview but is what brought together by snafusmith(who is an excellent designer)
http://forums.civfanatics.com/showthread.php?t=191047
Since it is a preview there are tons of images in there. Not all the units shown though can be used because that would result in the creation of whole units into the game.
Spartan117 said:The mod that was included in the warlords patch was a "Blake creation" except that the patch included the older version. This is the newer version.
http://forums.civfanatics.com/showthread.php?t=191685
This allows for better ai.
Spoiler :
Fix to irrigation chaining bugs which would result in the AI farming excessively and flip-flopping between farms and cottages.
- General worker unit AI improvements to make them more flexible, they will also stack.
- Auto workers now come back and road up resources which had been built before roads were available.
- Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying.
- Tweaks to auto workers to achieve a better balance of hammers, they should build more mines now.
- Code to add awareness of jungle chopping when choosing research.
- Great People usage improved, the AI should be less Golden Age happy, only starting one if itll actually pay off compared with lightbulbs/settling.
- Great Prophet Shrines valued a little more accurately.
- Great Merchant cash bomb logic added.
- AI's will now spend gold to perform deficit (100%) research and will decline to trade gold reserved for such research, enabling them to make better use of gold boons from huts, plunder, refunds, great merchants, etc.
- AI Missionary code adjusted - both when choosing destination and when determining the number needed.
- Awareness of freebie promotions (such as Aggressive Combat I, or Red Cross Medic I) when choosing which unit to train.
- The AI will now chop Wonders and will chop to assist a war effort.
- The AI will no longer pillage Barbarian Cities.
- City Founding logic has been improved, a bug was fixed which could "force" the AI to found on top of resources that it otherwise wouldn't, the AI is also aware of existing culture (it's own) making tiles workable.
- City Founding logic has been diversified, Creative leaders are more "Greedy", grabbing as many resources as possible per city, Organized leaders are the opposite, being more inclined to found cities right next to resources and founding more cities overall.