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Mads Legends

Discussion in 'Civ4 - Modpacks' started by cripp7, Apr 30, 2010.

  1. cripp7

    cripp7 Playin' Bored

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    Location:
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    This is a mod I'm working on built off of Legends of Revolutions, I'd like to have some people try it out and tell me how it works.


    Madscientist created a mod that changes the units and AIs traits. Most of the traits are already in LoR, just added Strategic and Seafaring

    Unique Units
    *still under construction*

    HeroSpawn: Event that will spawn a Hero
    Florence Nightingale: Adds a female medic unit, avalible at medic with Medic I and II promotions
    Swiss Guard: Medieval "Police" Unit: Police units are average defenders, with a new promotion that stifles revolutions
    Republican Guard: An Industrial-Modern era version of the Swiss Guard with the addition to help "thwart rival spies".


    Traits

    FINANCIAL
    +1:commerce:/3:commerce: tiles (thus no bonus for sea tiles unless you build the colossus)
    Double production of Banks (classic Vanilla) and Corporate executive
    Double production of Wall Street

    PHILOSOPHICAL
    +50%:gp: Production
    +2:science: per city
    Double production of Universities/Observatories/Labs
    Double production of Oxford

    INDUSTRIOUS
    +25% to World wonders (NOT National Wonders)
    +1:hammers:/4:hammers: tiles
    Double Production of Forge/Factory/Levee/Slave Cage/Industrial Park
    Double Production of Iron Works

    AGRESSIVE
    Free Combat I to melee, gunpowder, Naval
    Double production of Barracks, drydocks, airbase
    Double production of the Heroic Epic +2:gp: GG points

    CHARISMATIC
    -25% XP needed for promotion (same as before)
    +1:) per monument/collesium/broadcast tower
    Double production of Collesium and broadcast tower
    Double Production of the Globe Theater

    EXPANSIVE
    +2:health:
    +50% Worker production
    Double production of Granery, Aqueduct, Grocer, Hospital
    Double production of the National Park

    CREATIVE
    +2:culture:
    50% production bonus to all cathedrals
    Double production of library, theater
    Double production for hermitage

    SPIRITUAL
    No Anarchy
    Double production to temples and missionaries
    Double production to Red Cross

    IMPERIALISTIC
    +100% Great general production (Same)
    +50% production of settler
    Double production of barracks, stable
    Double production of West Point

    ORGANIZED
    -50% upkeep (same
    Double production of courthouse, market, public tansportation, lighthouse, factory, hydro plant, slave cage
    Double Forbidden Palace, National Grain Reserve

    PROTECTIVE
    +100% Great General production within culture borders (same as Geat Wall)
    Free Drill I and CG I (same as before)
    Double production of wall, castles, bunkers, bomb shelters
    Double Mount Rushmore

    SEAFARING
    +50%:traderoute: final trade route yield (thus a 6 comemrce trade route is now 9)
    Free flanking I to naval
    Double Naval Units, Sailing Ships, Steamships, Submarines
    Double production of Lighthouse, Harbor, CustomeHouse, Cothon
    Double Maori Statues. The Great Lighthouse, Trafalgar Square

    STRATEGIC
    +1:espionage:/city
    +1:food:/5:food: tile
    Double Jail, Agency, Bureau
    Double Espionage Units
    Double National Epic

    They all work, however the balance is still in question. Also I am not sure how well the AI will use these, perhaps I will get some advice on how to tweak that. However, I am only an XML person!

    Leader Changes
    Spoiler :

    Alexander - Enlightened / Seafaring
    Asoka - Creative / Enlightened
    Boudica - Organized / Charismatic
    Brennus - Protective / Strategic
    Catherine - Creative / Imperialistic
    Charlmagne - Protective / Imperialistic
    Churchill - Strategic / Protective
    Cyrus - Charismatic / Imperialistic
    Darius I - Financial / Seafaring
    De Gaulle - Industrious / Strategic
    Elizabeth - Philosophical / Financial
    Frederick - Philosophical / Organized
    Ghandi - Philosophical / Spiritual
    Genghis Khan - Aggresive / Imperialistic
    Gilgamesh - Creative / Strategic
    Hammurabi - Enlightened / Strategic
    Hannibal - Charasmatic / Seafaring
    Hatshepsut - Spirtual / Creative
    Huayna Capac - Industrious / Financial
    Isabella - Spiritual / Seafaring
    Joao - Imperialistic / Seafaring
    Julius Ceasar - Charismatic / Imperialistic
    Justinian I - Imperialistic / Seafaring
    Kublai Khan - Aggressive / Creative
    Lincoln - Philosophical / Charismatic
    Louis XIV - Industrious / Creative
    Mansa Musa - Protective / Strategic
    Moa Zedong - Protective / Strategic
    Mehmed II - Expansive / Financial
    Montezuma - Aggressive / Spiritual
    Napolean - Aggressive / Imperialistic
    Pascal II - Industrious / Protective
    Pericles - Philosophical / Creative
    Peter - Philosphical / Strategic
    Qin Shi Huang - Imperialistic / Protective
    Ragnar - Aggressive / Seafaring
    Ramesses II - Spiritual / Industrious
    Roosevelt - Industrious / Enlightened
    Saladin - Spiritual / Engineering
    Shaka - Aggressive / Organized
    Sitting Bull - Enlightened / Protective
    Stalin - Aggressive / Strategic
    Suleiman - Philosophical / Imperialistic
    Suryavarman II - Expansive / Strategic
    Tokugawa - Aggressive / Protective
    Victoria - Financial / Seafaring
    Wang Kon - Financial / Protective
    Washington - Enlightened / Charismatic
    Willem van Oranje - Creative / Seafaring
    Zara Yaqob - Creative / Organized
    Mercenaries
    Pirate Brotherhood which adds
    LH - Henry Morgan (FIN/CHR), Hayreddin Pasha (AGG/FIN)
    UB - Tavern (forge; +20% military production; can turn one citizen into merchant or engineer; +2 happy from gems, gold & silver)
    UU - Buccaneer (musketmen; 8; starts with Amphibious, City Raider 1 & Guerilla 1)


    Revolutions DCM 2.71

    Vincentz mods for RoM
    Spoiler :

    Builds
    JungleCamp

    Custom Units
    007 - Techs Electronics+Rocketry+Scotland Yard
    Agent - Techs Democracy
    Special Agent - Techs Electricity+Intelligence Agency
    Warlords*
    Spoiler :
    Vincentz is updating those
    =Chief=
    Bronze Working+Copper
    =Captian= -
    Iron Working+Construction+Iron
    =Seargeant=
    Gunpoweder+Engineering Bonus Iron
    =Colonel= -
    Military Tradition+Rifling Bonus Iron
    =Commander= -
    Industrialism+Fascism Bonus Iron
    =Warlord Chief=
    Bronze Working+Bronze or Iron Bonus Gold,Gems,Silver
    =Warlord Captain=
    Iron Working+Construction+Iron Bonus Gems,Silver
    =Warlord Seargeant=
    Gunpoweder+Engineering Bonus Iron Bonus Gold,Gems,Silver
    =Warlord Colonel=
    Military Tradition+Rifling Bonus Iron Bonus Gold,Gems,Silver
    =Warlord Commander=
    Industrialism+Fascism Bonus Iron Bonus Gold,Gems,Silver



    Orions Mod Collection
    Spoiler :

    World Wonders
    The Ark of the Covenant
    Fort Knox
    The Library of Alexandria
    Sun Tzu's Art of War
    The Walls of Troy

    National Wonders
    The National Archives
    The National Slave Auction
    The Strategic Grain Reserve

    Mod Components
    The Agriculture Mod

    Buildings
    The Water Well
    The Bazaar
    The Slave Cage*

    Units
    Police
    IceBreaker




    BTS Modular Unique National Wonders
    Spoiler :

    Buildings
    Secret Service - This is the same as what Scotland Yard was, only the bonus is reduced to +50%:culture:. This was done to accomidate the Secret Police HQ

    National Wonders
    Secret Police HQ: +100%:espionage:, can assign 3 spy specialists (this is the same idea as Wall Street, Oxford U, and the Hermitage
    Triumphal Arch: +50% GG Points, +1:)
    Senate: Adds +25%:gold: , +25%:science:, +25%:culture:, +25%:espionage:, at the cost of +25% Maintenance.
    Olympic Park: Start a Golden Age. Would eventually like to link this to a vote in the UN (i.e vote to host olympics).
    Center for Disease Control: Modular version of the Next War's National Wonder. I included it, incase anyone wants to use it. Current benefits are +2:health:, +1:), Health Units 25% Faster.



    Thing to fix:
    Warlords: Warlords should spawn rather than be built
    Slave Cage: Must have Slavery enabled to build
    Building graphics when hovering over a city.
    Heroes: enable added heroes to be able to turn on/off in Custom Game[/spoiler]

    Mad Legends v0.5
    Mad Legends DCM v0.5
    Credits:
    madscientist
    glider1
    Vincentz
    OrionVeteran
    Edgecrusher
    strategyonly
    kochman
    *and any others that I may have missed
     
  2. cripp7

    cripp7 Playin' Bored

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    v.05
    Spoiler :
    Updated to Version 0.9.9.aa1
    http://www.megaupload.com/?d=OSYOQJCW

    Contains:
    LoR avn 131
    RevDCM rev 522
    Multiple Production Mod (Denev)
    Multiple Research (Afforess)
    Advanced Unit Automatons (Afforess)


    v.04-
    Spoiler :
    Added bonus types to National & World Wonders
    National Wonders
    Center For Disease Control - Marble
    National Archives - Marble
    National Slave Auction - Stone
    Olympic Park - Marble
    Secret Police HQ - Stone
    Parlament - Stone
    Strategic Grain Reserve - Stone
    Triumphal Arc - Stone

    World Wonders
    Ark of the Covenant - Stone
    Art of War - Stone
    Library of Alexandria - Marble

    Units
    Naval Units added
    Adler von Lubeck - stronger galleon with more cargo space
    HMS Dreadnought: early battleship
    I-400 Carrier Submarie: Submarine with ability to carry 3 fighters

    -battering ram requires Bronze Working
    -swordsman removed copper

    -added Pillage I promotion
    Adds 25%:gold: on pillaging

    -barbs spawn only standard BTS units


    v0.3
    Spoiler :

    changed: Agriculture mod now available at Biology
    changed: Mine Mod available at Engeneering

    Wonders
    changed: Library of Alexandria 15%:science: to all cities, moved from Writing to Philosophy
    changed: Art of War moved from Writing to Construction, +1GG:gp:
    changed: Ark of the Covenant removed +1:hammers: from priest.
    changed: Walls of Troy removed +1:hammers: from engineer
    changed: West Point +1GG:gp:, Heroic Epic +1GG:gp:, Pentagon +2GG:gp:
    added: National Slave Auction

    Buildings
    changed: Water Well to +1:health:, was too powerful having +2:health:+2:commerce:

    Units
    changed: Trojan Horse decreased from 300:hammers: to 200:hammers:

    fixed: Project Thor graphics icon



    v0.2
    Spoiler :
    -added Mine Mod- Similar to Agriculture but allows workers to build Gold, Gems & Silver at Mining tech
    -added ability to build :espionage: at Paper
    -added Vincentz Project Thor
    = Adds the Project Thor Satellite. Ever wanted to bombard your enemy from outer space with high velocity projectiles.
    -added Vincentz SpySat
    = Adds a Recon Spy Satellite for spotting what's going on in your neighbourghs backyard even though its on the other side of the world.
    -removed Warlords 1.8 unstable, CTD when trying to fortify/sentry

     
  3. cripp7

    cripp7 Playin' Bored

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    To Do list
    Spoiler :
    -Ram unit requires BW - fixed
    -check barb spawn units, rams need escorts - fixed, barbs spawn standard BTS units
    -swords require iron, not copper - fixed
    -new WW, NW need stone/marble - fixed
    -limit number of buildings each trait can build, to many atm
    -add KEY to added Legend units to make them compatible with the Legends option in Custom Game
    -change Custom Units Naval to match Unit Categories
    -have Slave Cage & National Slave Auction have required Slavery civic to build
    -update Cevopedia Concepts for Caputered Slaves

    Want To Do
    Add Varietas Delectat
    Add Great Doctor, Great Lawyer, Great Citizen, Statesman


    v0.5
    Spoiler :
    Buildings
    From the WoC installer files
    Spoiler :
    Botanical Garden
    Hunting Lodge
    Musket Manufactor
    Small Shipyard
    Large Shipyard
    Brewery
    Tavern
    Highway
    Mill
    Ranch
    Tank Factory
    TNT Factory
    Mfg Plant
    Masonic Hall
    Commodity Exchange
    Craft Guild
    Merchant Guild
    Pottery
    Natural Gas Plant
    Offshore Platform
    Sewer System
    Windmill


    Resources
    Spoiler :
    Apple
    Coffee
    Oat
    Tin
    Cloth
    Diamond
    Shrimp
    Tobacco
    Amber
    Potato
    Rubber
    Timber
    Barley
    Clay
    Natural Gas
    Sulpher
    Jade
    Rubies
    Sapphires
    Pearls
    Citrus Fruit
    Cotton
    Olives
    Shrimp
    Cocoa
    Flax
    Papyrus
    Salt
    Hemp
    Lead
    Opium

    National Wonders
    National Ship Yard

    World Wonders
    Spoiler :
    JS Bach Cathedral
    Copernicus' Observatory
    King Richard's Crusade
    Theory of Evolution
    Flavian Amphitheater
    Hanseatic League
    Longevity
    Magellan's Voyage
    Leaning Tower of Pisa
    World Trade Center




    DCM v.04

    Spoiler :
    Added bonus types to National & World Wonders
    National Wonders
    Center For Disease Control - Marble
    National Archives - Marble
    National Slave Auction - Stone
    Olympic Park - Marble
    Secret Police HQ - Stone
    Parlament - Stone
    Strategic Grain Reserve - Stone
    Triumphal Arc - Stone

    World Wonders
    Ark of the Covenant - Stone
    Art of War - Stone
    Library of Alexandria - Marble



    DCM v.03 Built off RevolutionsDCM
    Spoiler :

    changed: Agriculture mod now available at Biology
    changed: Mine Mod available at Engeneering
    added: Captured Slaves mod

    Civilizations
    added: Strategic, Seafaring and Enlightened trait to civpedia
    added: Playable Barbarian civ

    Wonders
    changed: Library of Alexandria 15%:science: to all cities, moved from Writing to Philosophy
    changed: Art of War moved from Writing to Construction, +1GG:gp:
    changed: Ark of the Covenant removed +1:hammers: from priest.
    changed: Walls of Troy removed +1:hammers: from engineer
    changed: West Point +1GG:gp:, Heroic Epic +1GG:gp, Pentagon +2GG:gp:
    added: National Slave Auction

    Buildings
    changed: Water Well to +1:health:, was too powerful having +2:health:+2:commerce:

    Units
    changed: Trojan Horse decreased from 300:hammers: to 200:hammers:
    added: Heroes mod
    added: Caputred Slaves


    Need to fix

    -Cevopedia Traits
    -Cevopedia Unit Upgrades
     
  4. joebg

    joebg Chieftain

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    I tried to test it, but the mod doesn't start for me. I run LoR without any problems.
    But when I try to run Civ4 with Mads Legends I get an error.
    I really want to try this mod, I like the things you have added.
     
  5. cripp7

    cripp7 Playin' Bored

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    Hmm, what error are you getting and when?
     
  6. joebg

    joebg Chieftain

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    I get "Civ4.. has stopped working" at the game startup.
    I get this on the "init XML" loading stage.
     
  7. cripp7

    cripp7 Playin' Bored

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    post the xml.log so i can see where it's failing, make sure to enable logging in your civilizationsiv.ini also delete everything in the Logs directory first.

     
  8. joebg

    joebg Chieftain

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    Here are the logs.
     
  9. cripp7

    cripp7 Playin' Bored

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    There wasn't anything in those logs. I'm uploading a new version, will post it later. Hopefully it won't give you any errors. Are you using BUG?
     
  10. joebg

    joebg Chieftain

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    I was using the latest LoR, I think it has BUG in it. But after I got the error with your mod, I cleaned the cache and custom assets folders just in case something in there was causing the problem. Anyway the problem seems to be from me, so if the new version fails to start i will do clean reinstall.
     
  11. cripp7

    cripp7 Playin' Bored

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    updated version, try that out and see how it works.
     
  12. CellKu

    CellKu Emperor

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    cripp7, the mod plays well! (no freeze so far) :)
    Btw, what do you think of OrionVeteran's mine warfare mod as an addition to your mod?
     
  13. cripp7

    cripp7 Playin' Bored

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    I actually made that, had OV just fix the graphics on it. It's like the Ag mod, which for civs that start with Mining it can be a bit overpowering. I'm going to change the Ag mod to be able to build resources at maybe Bio. And the Mine to around Engineering so it's not overpowering at the beginning.

    Glad it works for you now! must have been a glitch.
     
  14. CellKu

    CellKu Emperor

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    cripp7, I didn't mean the "mine mod" (I know that this mod is yours :goodjob: ) :)
    I meant this (mine"warfare") mod: http://forums.civfanatics.com/showthread.php?t=355343

    I think pushing the Ag mod to bio is a good idea! :) That will make bio (even) more attractive and will considerably reduce the (especially in the beginning) tremendous power of planting food resources. The same goes for the mining mod. Putting it under Engineering seems to be a good idea. The additional commerce from the new "mines" would then not distort the player's income as much as in the beginning.

    One question though, about the "philosophy" of the mine mod. While I see a good "real life"-explanation for the Ag mod (especially if it is now available with Bio: we could say that new advancements in agriculture allow the improvement of food production), I am still wondering about a corresponding explanation for your mine mod. While you can plant wheat, corn etc., you can't plant gold. Perhaps you could say that better exploration techniques allow you to find gold etc. more easily. However, in that case, it might be nice to add some randomness to the process to mirror that you can only "find" and not "plant" gold etc. Similar to the way it works when you build a mine and have a slight chance of finding gold etc. (only that in the case of your mod/digging mission the chances should be much higher, so that it is more likely to find gold).
    I am not sure if including some randomness is too difficult, but perhaps the code for finding gold when building mines could provide some orientation.
     
  15. cripp7

    cripp7 Playin' Bored

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    i understand what you're saying about building (planting) a gold mine, like upping the odds that a gold/gems/silver would pop on a mine. Putting Ag mod to bio would be best though.

    The Mine Warfare is on my ToDo list, I've been looking into that. I've also redone this whole mod just using the RevDCM core, which is taking back to the "basics" of BTS. Without the all the new Techtree that LoR has, pretty easy to do both at the same time. As long as I remember to make changes to both!
     
  16. CellKu

    CellKu Emperor

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    But instead of "building" a mine (or gold/...) you would conduct an "exploration mission" or something like that. ;)
    Interesting! :) Will you release that BTS-"basics" mod as well?
    Btw, is the AI able to handle Mine Warfare?
    Oh, and what else is on your ToDo list? Have you got the capture slave mod working? :)
     
  17. cripp7

    cripp7 Playin' Bored

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    That gets into python which I'm no good at. Maybe Orion could figure it out.

    Yes
    Don't see why not
    I'll post it soon
    Yes the Captured Slaves is working with the DCM version:D I just have to track down where it's failing with LoR
     
  18. CellKu

    CellKu Emperor

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    Sounds good! I am looking forward to getting my hands on the next version! ;)
    Btw, you might want to look into the "slave cage" again. When the screen pops up that asks what I woud like to build next in a city and I then hover over "examine city" I see all the buildings that I have built in that city except for the slave cage (there is only a pink(!) placeholder).

    A few ideas, as I really like your additions. :) But take them only as ideas or suggestions and dismiss them if they don't fit into your mod concept.

    1.) The "water well":
    Is it intentional that I can build the "water well" also in a city that already has access to fresh water? And second, maybe you could tune down its (health and food) effects a bit. The well appears to be better than the aquaeduct which comes much later in the came. I think it would be enough if the well provided fresh water access and maybe only one health (and no food).

    2.) The new wonders:
    I would suggest reducing their effects a bit (quite a number of them have multiple(!) advantages, more than the standard BtS wonders), while at the same time making them a bit cheaper. For example, the Lib of Alex. gives +50% AND a library in every city AND adds 15% research to EACH city (plus GP points in the building city). Compared to the Great Library the LoA is really powerful (and a much better "deal" for the player). I would regard it as even more powerful than the pyramids (also 500 hammers).
    Moreover, writing is a central tech. To make decisions more difficult for the player I would put a stronger wonder to a tech that is not so central (such as Lit) and a weaker wonder to a more central tech (such as writing which is the prerequisite for quite a number of other techs).

    (Btw, isn't the Great Library the library of Alexandria..., one world wonder twice in the game.)
     
  19. cripp7

    cripp7 Playin' Bored

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    Yes that's a problem I've been in discussion with Orion about, has something to do with the .dds graphics not being the right size, or alpha layer:confused: Also need to fix the Slave Cage to only be built while in slavery!

    :lol::lol:I'll do my best

    These I just copied straight from OV's mods, I'll look in the xml for river requirement. True about water supplying :health: and not :food:

    Yeah that does seam pretty overpowering, maybe swap TGL with LoA and take out the 15% in each city. A library gives 25%:science: alone, then add 15%:science: on top of that and...too much :science:! Or tone down the stats and make it a National wonder. Lots to think about

    good point about the tech>wonder ratio, this is why I needed feedback so I could start tuning it out. Thanks for input and keep it coming!
     
  20. CellKu

    CellKu Emperor

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    cripp7, a few more observations - as usual take only what you think is good for your mod.

    1.) I found it a bit strange that I was able to build a ram when I had wheel but no BW. Apparently, rams are from wood, but if I can't chop down forests, how can I build a ram? :confused: (That is already the way in LoR, but I don't know whether phungus420 will address it.) Thus, I think it would be a good idea to add BW as a requirement for rams.

    2.) Moreover, barb rams are sometimes running around alone, looks funny (why would rams roam the countryside?) ;) Is there a way to stop lone barb rams from running around?

    3.) I can build swordsmen without iron (if I have bronze). Historically it was the metal (iron) not the instrument (sword) that was important to win over other tribes. Thus, if the swordsman gets 6 str instead of 4 (as the axeman) that should reflect the superior metal (iron). Hence, I think only iron should be a prerequisite for building swordsmen.

    4.) I noticed that none of your new world wonders has a stone/marble modifier. Why so? That gives industrial civs even more advantages than they already have with RevDCM. Because these wonders are almost reserved for industrial civs and building wonders is the easiest way to reduce unstability issues. With regard to the standard Civ-BtS wonders access to stone or marble gives other civs at least a chance to compete for a ww.

    5.) I think you should reduce the number of buildings a leader is able to build more quickly. Right now there are too many. Perhaps, BtS was a bit greedy in that respect, but I wouldn't give each trait more than three buildings (that would be 6 in total for each leader). I am playing De Gaulle right now and have the feeling I just snip with my fingers and it is done.

    6.) It is probably a LoR problem but I thought I raise it here - perhaps you don't have that problem and it is my comp: I opened worldbuilder to have a look at the various units and when I added the mecha... (sorry I forgot the name - this future terminator unit available with one of the very last techs), I didn't see anything - just a flag. Do you have the same problem?

    7.) Again I am not sure if it is only me, but all reskinned units change their appearance back and forth - I am right now playing as France and my blonde worker becomes an Indian one every time I put him to work. :confused: And my spearman switches between a more northern appearance and the standard model everytime I move it. :confused: And so on...


    How is the next version coming along? I saw you have some interesting ideas (Great Doctor :goodjob:). Hopefully, you find a solution there (but please don't wait til you have everything before you let us test the next version... ;) )

    Btw, do you build your (LoR-)mod around the new SVN-versions of LoR?
     

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