Virote_Considon
The Great Dictator
I've known about the feature for a long time, although I don't really use it (I'm more of a fixed map guy these days...)
Are you sure about the great architect ? He costs 1000 sheilds in the editor. So when you disband him you should get ... err i dont remember how much for certainOh yeah, a few more things. First off, the Great Architect only contributed 125 shields when I disbanded him.Second, does the Medical Research Center actually give one happiness in ALL cities? If it does, since it's a city improvement according to the pedia, that is hugely overpowered. Last, the nuke link in Nuclear Silo and Nuclear Research Facility do not work. One more thing, too. It kind of bugs me that there's no description for any of the new things, although that only minorly bugs me and it's OK.
Are you sure about the great architect ? He costs 1000 sheilds in the editor. So when you disband him you should get ... err i dont remember how much for certainbut i always thought it was 250shields - not sure. Does anyone know for certain what precentage ?
Yes the med research center gives 1 in every city. It doesnt seem too much. The maximum centers i had was 3 tho, and you get the improv quite late in the game. And it's not the only overpowered thing in my mod, in multiplayer this would make things intresting kuz the players would know that the resource would give an advantage in late game. The AI however ...
There are several links that are put wrong - i hope i'll someday get to fix them.
By descriptions do you mean the Historical Descriptions ? Yea in the ... hopefully near ... future i will add them.![]()
By descriptions do you mean the Historical Descriptions ? Yea in the ... hopefully near ... future i will add them.![]()
So there's a limit to how much you can make?Yes the med research center gives 1 in every city. It doesnt seem too much. The maximum centers i had was 3 tho, and you get the improv quite late in the game.
The med center can only be built if the resource is in the city radius. But that's the only limitation ... and there are ways to exploit it if you really really want to.So there's a limit to how much you can make?
but when you go to the discription button, push down and blank after blank ... we'll it makes me sad.
Thank you for your kind wordsJust posting here to say that I like that mod very much, as I've recently kind of returned to Civ3, and it was very nice to be able to play something new and exotic for a change.
Like the numerous unit-producing buildings. (Althrough they do remove the strategic guns-vs.-butter dilemma). With enough of them, you can afford to build only improvements in majority of your cities!
Althrough perhaps I'll do some rebalancing concerning Civ-Specific Wonders, which are a very nice touch. (I can't play a mod without slightly modding it myself).
And the AI so far seems more or less competenent with the new changes.
The only drawback is
Perhaps you can use the descriptions from Wikipedia?
And seeing a lot of Mosques in Christian civilizations and a lot of Christian Monasterires in Islamic nations is kinda werid, but then, it adds a bit of "alternate history" touch. You can see them as a sort of "impotant religious minorities" anyway.
Atzec Huscarls are werid too, but again, that's alternate history for you.
A big thank you overall.
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->I know the civ-spec wonders are not balanced - that's (pseudo-)history for ya - it was never fair.
The aztecs are in contact with a freelancer/mercenary guild and hired(the high maintainence) some Huskarls, which happened to be in the area (requires furs), for their empire.
What's the guns-vs.-butter dilemma
->The thing is sometimes you can rely a lot on the units produced by wonders - but sometimes you cant (when you get near crappy resources or cant aquire important ones like the freelancer guild).
Dammit! I have to wait 8 minutes in the que line to download it,.
Woo! It's finally ready (and no one's ever bowed to me before,). I'll be using alot of your ideas in my mod, especially the wonder and building stuff,
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Technicaly, the covert op should be able to load onto a boat - regardless of what type of boat that is. I checked in the editor and everything seems to be fine.Hey Cata,
Why can't my covert ops units load on to a boat? Does this have something to do with his hidden nationality? Or is it because older boats don't allow newer units? (I tried putting him in a galley...Covert ops on a galley? there was one sitting there, he needed a ride, what can I say?).
Technicaly, the covert op should be able to load onto a boat - regardless of what type of boat that is. I checked in the editor and everything seems to be fine.
You are probably right tho, it might be because he is a hidden nationality unit. Can anyone confirm if this happens in any other mods ?If it does then it's hardcoded ...
Good thing he can also airlift - so i guess that might be the only way to get him across seas ...
Oh, there's something else. The covertop should be able to carry nukes. But the nukes aren't hidden nationality ... Can you try to load a nuke on him to see if it works?![]()
If he can carry other units, he himself cannot be transported![]()
Damn. But i guess carrying nukes is more fun.If he can carry other units, he himself cannot be transported![]()
Yea, i gave him the amphibious tag, didn't know he couldn't load.No boat ride for my covert ops, huh!That's okay! He moves fast enough to get to an airport for airlift. The only real bad part, though is that his civpedia entry mentions amphib attacks. I had visions of a transport full of covert ops guys making cool attacks!
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It will probably work, since it seems the load thing isn't part of the problem in this case.I haven't built any nukes yet. When I build one I'll try to load it onto a covert ops unit. I'll post how it turns out.