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Medieval European Mod II 2016-10-05

I definetly think you guys are to hard.
Guy just wanted to add some stuff to the mod.

But oh well =)
 
He wanted to add stuff and he wanted to post up the mod WITHOUT permission while passing it off as his own, which is pretty much a slap in the face to any modmaker.
 
I didn't really read into it.
Looking at the train wreck & saying "you shouldn't have stopped so fast" doesn't address the underlying issues. This situation took a long time to develop and many intermediate steps were taken, by several moderators. This includes things like PMs that are not evident even to someone who has read every post in the thread. There's a reason that one of the forum rules restricts public discussion of moderator action - derailing a thread like this is one of many. The appropriate actions have been taken. The discussion is over.

Moderator Action: further discussion/debate/rehashing of the mod creators' rights to control their creations will be infracted
 
When playing the 11th century scenario I get an error for Animname_PRTO_Med_Serf
And in the 13th century scenario I get a Missing entry for ICON_BLDG_GW_Kingdom_of Jerusalem.
I found previous errors but managed to fix them.
Am I possibly missing a pedialcons file.
I have the 1.1 patch enstalled as well.:confused:
 
This looks very exciting. I plan to d/l soon.
 
Thanks for the nice comments.

BTW, the update is not that far away anymore.

Awesome! Is it just an update of unit animations or are other things about the game changing?

Also do you plan to make anymore scenarios?

I like the way resources allow you to build small wonders that produce trade shipments which you get cash and vic points for. But just wondering why only some of the small wonders require you to have the resource in the city radius and others don't. I've only built three of them so far. The gold mine had to have the resource in city radius but the other two didn't so of course I built them in my capital. Just seems a little easy to only have to carry the shipment one square out of my capital then back in again. Any way the mod is fantastic as I've already said.

:goodjob:
 
I don't plan any new scenarios.

Gold is a an exception when it comes to the shipments thing. Notice that unlike the others it is not a luxury resource, but a strategic one.
 
Just like the Age of Discovery conquest.

You get x amount of gold when you bring back the shipment to your capital. You need to have victory point enabled to have it work, so we only use it in the preplaced cities version.
 
Ah, OK.

I would have liked to use something similar with Tankers in a modern scenario.

Autoproduced by a building, in acity with oil in the city radius.

But it cannot work on a random map, can it?
 
The "shipment" is a land unit (at least that´s the setting in CCM).
 
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