kt-Unlimited mod

yea. your right about the computer being at a deficiency. They never disband military, but they will upgrade them. There was another thing I noticed in trading. some of the resources are listed for trade but the AI places no value on them. Or doesn't know what to value them at. I tried trading exaotic birds and stone quarry and the AI said it was impossible even though they had GP available. Then I offered stone quarry for world map and they said OK. I checked the civedit and some of the resources had a zero appearance ratio. Maybe that's why.
You mentioned getting rid of the wheeled settlers. Personaly I like the Idea of eventually getting a settler that can move 2 spaces. In such a large world it comes in handy. How about just taking out the "wheeled" aspect in the editor?
That's all I have for today. TTYL. (type to ya later)
 
@Civslayer4sure: about these resource things:
- appearance ratio is only important while generating a new map (in editor or pre game, latter only if the mod doesn't come with an own map...) so this is no problem....
- I assume that the AI has no interest (and therefore no value) in resources it cannot use. this applies esp. to stone quarry (only used 4 sacrifical altar afaik), exotic birds (only used by american nations) camels and jade....
 
:goodjob: ach was , is klar !
und wie gefaelts dann so auf nem hoeheren Schwierigkeitsgrad?
 
Yeah Mormegil i can read what do you type but you can`t read what i type. Denk ich doch mal und deine adminrechte hierdrin bezweifle ich doch sehr stark.Maybe u better learn a second language. :lol:
 
please stop spamming or discussing private problems in this thread... :)

whatever...updated version will be up soon.


@civslayer: optionally there will be a version without "the wheeled aspect" ;) and maybe without starting cities... just a simple version of it.

gg
cu
 
I'm nearly finished with a modified version of the KT Mod. I've added over 81 new units and other features. I will post a view of the units in the New Mods Thread. Just thought I let u know.
 
we will look for !! :eek: , we think about an action like this within the last week :eek: lol maybe u got a downloadlink ? i grumbl and xant wanna play that 2 :) .
Servus Hulk
 
All of the bombard units that cost twice as much as the counterpart, are pointless to build. If you think about it, I will use the artillery as an example. The choice you get is you can build 1 artilleries for 380, now this only has 2 extra RoF or you can build 2 artillery units and for only 340 which for one is cheeper, two you have two units insted of 1, and thirdly you have the same RoF. I noticed this is the case with all the Bombard units, so what I suggust is ether make the "artilleries" cost less or stronger or make the artillery cost more or weaker. "when I say artilleries I mean all of the more costly bombard units"
 
I have been playing your mod from the Industrial age as the Germans I must say that it has been very fun, but slow;) Anyway Civslayer4sure is right there is to many unupgradable units the least you can do ishave upgrade paths but leave the upgadable flag unchecked so by doing these it gets them out of the build queue but you can't upgrade in the game.

anyway my 2 cents

Bob
 
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