loki1232 said:Who is that?
ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
loki1232 said:Who is that?
loki1232 said:Who is that?
woodelf said:Dragonlord - I don't think haarbal's civs or my text are tested for v0.70 so that very well could be your problem. Also, definitely remove the old mod and do a completely new install....no overwriting .6 with .7
mrkingkong said:Kael, would it be possible for you to put the upgrade paths anywhere in the game (including spells for mages), or would this have to wait for the SDK?
mrkingkong
Webrider said:I have been playing and not reading so if this has been discussed please disregard.
Perhaps use wizzards as carriers and spells as aircraft with very limited range like 2 spaces.
Is it possible to only let cities host aircraft/spells if they have a mage tower or not at all, making wizzards the only place spells could reside?
You could then give spells some combat upgrades simulating a wizzards rising level of exp with a spell.
You could then creat some antiaircraft/antimagic units to protect from magical spells.
Of course you could only creat certain aircraft/spells with the same tech upgrades you use now.
Do the mage towers allow airlift/teleport between towers at this point? if not that is also a possibility.
Does anyone remember the magic roads in Master of Magic, could be the railroad upgrade to allow for faster movement down roads, if you changed the graphic to, say a glowing road.
Great work so far, nothing but encouragement from me. Just throwing some ideas on the table, if you like great, if not greatWish I had the time to do anything like this, I really do appreciate your hard work, trust me I know how much you have to put into this effort. Hell I dont even have the time to read this thread properly to see if this type stuff has been mentioned before. I have played 2 games of Civ IV and about 4 games of .05 .06 of this mod. Fixen to play .07. Well as soon as I finish wiping the Mongoles on .06
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I've never played MoM, but this sounds good. It could also be used to boost the weaker tile improvements (like workshops), perhaps increasing commerce.Does anyone remember the magic roads in Master of Magic, could be the railroad upgrade to allow for faster movement down roads, if you changed the graphic to, say a glowing road.
loki1232 said:2. Kael already explained the problems with having spells as aircraft, its because there are too many combat assumptions with airplanes (whatever that means)
Kael said:Before I call an end to Phase 1 I will go through and look into other mods I want to incorporate. The reason I wait for a major version is that once I introduce others peoples work I then have to maintain it in furture versions (and work with compatibility issues). Its easier to get all the stuff I have working like I want it before bringing in new stuff.
When I do get to that point I am sure Haarbal's Civ's will top the list.
Mumin said:I'm not really following Kael here. I tested changing the fireball to an air unit (it's just some xml modifications) and it seems to work just fine + it looks much cooler. Other spells may be less suitable as air units, but fireball and meteor should work unless I'm missing something.
mrkingkong said:Kael, would it be possible for you to put the upgrade paths anywhere in the game (including spells for mages), or would this have to wait for the SDK?
mrkingkong
loki1232 said:We kinda need Kael to resolve this...
Mumin said:I'm not really following Kael here. I tested changing the fireball to an air unit (it's just some xml modifications) and it seems to work just fine + it looks much cooler. Other spells may be less suitable as air units, but fireball and meteor should work unless I'm missing something.
Zurai said:One of the big problems with air units until the SDK ships is that air units are by far the most hard-coded things in the game. You cannot make them move, you cannot change the way they fight (ie they can't reduce a target to less than 50% health), you basically can't do anything except what air units already do in the vanilla game.