black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,102
yes it's solved. It was the main issue with the modular xml. And with anw's moddular python, More Events is now fully modular ^^
What about upgrading? If I have a level 10 axman would he be able to upgrade to Champion? Or is he stuck?
Also since the unit is now a Commander it wouldn't be able to attack correct?
Upgrades are not affected, nor are any other stats really.
The difference is in what promotions are available (you lose access to melee/recon/etc promos, only able to take Commander promotions), and promotions such as Shock lose their effect on you.
Suggestion: Kelp is "overpowered" and needs a nerf. If the spawn mechanic is kept the same, the graphics for it at least needs an overhaul to be less intrusive. That's especially true of the bright green kelp forests standing higher than a ship's mast.
I've played five games of RIFE so far and was able to play two through to the end without an inconsolable error. But, in all games, kelp was really out of control.
As a terrain feature, I can understand its usefulness. Anything that makes the terrain "interesting" while also effecting strategy broadens the game. Kelp, in limited amounts, can make sea travel, especially invasions, a bit more of an involving process. It can also help reduce high-move-point value sea unit's effectiveness on small maps. That keeps insta-gimp sea invasions from happening and helps make the world seem a little bit bigger if you can't simply one-shot a trip around the world.
But, by the late-game, it's everywhere. Surely, all the giant turtles have to have something to eat, right? Evidently, it's not kelp. If it's frequency is any indication, they hate the stuff. RIFE kelp is Erubus's response to Earth's kudzu.
- And secondly, I find there's too much kelp in the water. This is no more an ocean but an ocean of kelp.
kelp spawn will be drastically decreased, has been said several times now![]()
blackcat said:Is there a solution to minimize the proliferation of these things
I believe editing iAppearance will change spawn rate, and iGrowth will modify rate at which kelp grows into subjective plots/Assets/XML/Terrain/CIV4FeatureInfos.xml said:Code:<FeatureInfo> <!-- Kelp --> <Type>FEATURE_KELP</Type> <Description>TXT_KEY_FEATURE_KELP</Description> <Civilopedia>TXT_KEY_FEATURE_KELP_PEDIA</Civilopedia> <ArtDefineTag>ART_DEF_FEATURE_KELP</ArtDefineTag> <YieldChanges> <iYieldChange>1</iYieldChange> <iYieldChange>0</iYieldChange> <iYieldChange>0</iYieldChange> </YieldChanges> <RiverYieldChange> </RiverYieldChange> <HillsYieldChange/> <iMovement>6</iMovement> <iSeeThrough>1</iSeeThrough> <iHealthPercent>10</iHealthPercent> <iDefense>0</iDefense> <iAppearance>500</iAppearance> <iDisappearance>0</iDisappearance> <iGrowth>4</iGrowth> <iTurnDamage>0</iTurnDamage> <bNoCoast>0</bNoCoast>
or maybe make forest/flood plain only giveI don't know what the health change plans are, but if you aren't currently planning on it, could you please cap net terrain unhealth/health (why do forests give health anyways?) at City Pop/2 or something? This would make Flood Plains not be a terrible curse, and make sense as you don't even have people living in those unused tiles.
hm, i think not at all. try with dispel (metamagicII)How is it possible to remove the promotion wintered ?!
Start RIFE, click Play Now and let it start up.
Than quit the game and start a new one. It will fix it.
The issue is that the .ini file for the game is bugged because you probably plaid some other mod and it tripped some hidden function.
Suggestion: Kelp is "overpowered" and needs a nerf. If the spawn mechanic is kept the same, the graphics for it at least needs an overhaul to be less intrusive. That's especially true of the bright green kelp forests standing higher than a ship's mast.
I've played five games of RIFE so far and was able to play two through to the end without an inconsolable error. But, in all games, kelp was really out of control.
As a terrain feature, I can understand its usefulness. Anything that makes the terrain "interesting" while also effecting strategy broadens the game. Kelp, in limited amounts, can make sea travel, especially invasions, a bit more of an involving process. It can also help reduce high-move-point value sea unit's effectiveness on small maps. That keeps insta-gimp sea invasions from happening and helps make the world seem a little bit bigger if you can't simply one-shot a trip around the world.
But, by the late-game, it's everywhere. Surely, all the giant turtles have to have something to eat, right? Evidently, it's not kelp. If it's frequency is any indication, they hate the stuff. RIFE kelp is Erubus's response to Earth's kudzu.
Just two small questions :
- How is it possible to remove the promotion wintered ?
- And secondly, I find there's too much kelp in the water. This is no more an ocean but an ocean of kelp.
Is ther a solution to minimize the proliferation of these things or how can I erase this mod?
By the way Val, your modmod is terrific ! Bravo !
I don't know what the health change plans are, but if you aren't currently planning on it, could you please cap net terrain unhealth/health (why do forests give health anyways?) at City Pop/2 or something? This would make Flood Plains not be a terrible curse, and make sense as you don't even have people living in those unused tiles.
I've got another problem :
The fellowship of leaves religion is always removed in the settings of my games and I do not know how to change that.
I want all the religions in my settings and I do not see where I can change that.
What's going on here![]()