That was fast. Soon u'll have all 18 civs changed to fantasy onesHaarbal said:NEW CIVILIZATION PACK!
CLICK
pack containing Centaur, chaotics, dark elves, dwarves, elves, goblins, humans, merfolk, orcs, overlords, tigrans and undead!
Crash757 said:Kael, are caravels changed ? As i read in descritpion in civilopedia, it looks like u have made it able to carry any units. But what i see while playing is that AI doesn't use caravel new abilities (carrying units for settling, attack, etc)... So i'm not quite sure caravels are working as they should. And even if they are, AI doesn't use them as supposed![]()
wilboman said:The plan, such as I understand it, is to allow wizards to level eventually. The problem is coding it. At the moment, there are two options:
1. Make spellcasting a worker function (which means that it can only be performed in your cultural territory and destroys the improvement it's performed upon).
2. Make spellcasting form of promotion (which hijacks the promotion tree and makes experience point gathering essentially useless).
Until SDK comes out there is apparently no other way of doing this, and so for the time being Kael has decided that option 2) is the least damaging to gameplay.
wilboman said:The plan, such as I understand it, is to allow wizards to level eventually. The problem is coding it. At the moment, there are two options:
1. Make spellcasting a worker function (which means that it can only be performed in your cultural territory and destroys the improvement it's performed upon).
2. Make spellcasting form of promotion (which hijacks the promotion tree and makes experience point gathering essentially useless).
Until SDK comes out there is apparently no other way of doing this, and so for the time being Kael has decided that option 2) is the least damaging to gameplay.
mrkingkong said:Is there no way to script a new sort of promotions level up thing for wizards after the spellcasting ability? (i.e. Replace promotions with the spells, then add a completely new bit of scripting which allows them to level up, albeit differently to other units)
I havnt read the Python script (i havnt delved into that part of Civ 4 yet, still on tweaking the XML) but i know a bit of Python and it is very similar to the language used in an RPG Software Developing Kit, and in that i remember someone replaced the default battle system with a system for levelling up, then scripted their own battle system afterwards. Granted, the software is different but the concept is effectively the same. And sorry i cant be more specific but my memory is very hazy.
pippin_nl said:4. Mithril is a bit too powerful to my liking (maybe 2 instead of 3 hammers)
Crash757 said:That was fast. Soon u'll have all 18 civs changed to fantasy ones![]()
Haarbal said:NEW CIVILIZATION PACK!
CLICK
pack containing Centaur, chaotics, dark elves, dwarves, elves, goblins, humans, merfolk, orcs, overlords, tigrans and undead!
kb1esx said:Is there any way you could spped up game play a bit? Woth so many cool units and upgrades it can be a little sad to have to wait so long to get good things. But everything else, two thumbs WAY up.![]()
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seamus75 said:First off - GREAT MOD!!!
Second - the patch you uploaded for the Wrath Unleashed has directions unzipping it into the Fall from Heaven assets file's python directory, however when I try unzipping it as such I cannot find any path named python directory. This is what I've got:
D:\Program Files\Firaxis Games\Sid Meir's Civilization 4\Mods\Fall from Haven 070\Assets\python . . .
the path options are as follows
_debugtool
entrypoints
pitboss
pyhelper
pyunits
pywb
screens
I apologize if the questions is too dumb, or if I'm just looking in the wrong place, but I would love to be able to play with that Wrath!
Thanks - Seamus
MattJek said:Is this mod compatible with the 1.52 patch?