i cant figure out how to use relics, they just sit in my city fortified, the unload option is greyed out, even with cities that have shrines.
Thanks for any help
hi, could someone reupload, ver 1.4 it's semm both gamefront and atomic are down, file not found and downlonad never succesfull.
Is it again a policy to upload to mediafire or somewhere similar?
Thx
Sen
Good job Kailric I like your movies for Victory and Revolution too! (I didn't actually win the game, just cheated by watching them hehe ) It seems there are can sometimes be a lot of Bandits and Animals even near the start, my Veteran Soldier died within 10 turns I do like having Bandits and Animals though, maybe they could only appear after the first 40 turns or so?
BTW, I see you already have some nice soundtracks for the mod, but if you want any more medieval music for tracks or diplomacy music, feel free to borrow any tracks you like from this music pack I had collected for the Civ4 Warhammer mod:
http://sourceforge.net/projects/col2071/files/sound/WHmusic.zip/download
Actually most of that pack will be too fantasy-themed for this mod, but some that might be good medieval music are a few in Soundtrack/Ancient like O Fortuna and Paterfamilias , and a few in Soundtrack/Discovery such as the ones downloaded from the authentic medieval ensemble oniwytars.de .
It would also be polite to ask before copying their code.
I encountered two new issues I don't think anybody mentioned yet, though they aren't serious.
1: sometimes hunting results in 0 luxury food. This creates a "token" containing 0 units. Unloading this in a town will sometimes (always?) result in a unit of luxury food, which behaves somewhat like treasure, except it has 0 moves. This really is a minor issue, though I decided to mention it for completeness.
2: traderoutes stops if hostiles are within 2 tiles. This includes hostile animals even if those animals are on the other side of a row of "hunting improvements" meaning the traderoute is safe. Alternatively the traders are stuck in a town and can't move away from the animal automatically, say can't move north because there are an animal 2 tiles to the south. I'm not sure the game mechanics allows a fix for this while maintaining a stop when the transport goes strait towards a hostile, but it would be great if it were. I think this is a vanilla issue, though the huge amount of animals triggers it really often.
Ideas for Improvements
I noticed the pedia pages lacks info regarding what kind of school is needed to train each unit. I think I have an idea on how to make a script to add that. That script should also be able to update (remove if needed) in case something changes. Much better than just editing all of it by hand. Maybe it can also include stuff like trainable at natives, buyable in "Europe" etc.
I do need to take a closer look to see if this idea is doable though, but I think it is. Also I assume nobody objects to such a script
Schools.
While the schools aren't broken as such, I like the schools in The Authentic Colonization better. I wonder if it's possible to move the system and if other people want it as well. It would also be polite to ask before copying their code.
I haven't had the chance to check out the school system in TAC.. how exactly does it work ?
/** NBMOD EDU **/
// TAC - LbD - Ray - START
Your SVN? I would love to know the address to that one. I have the source for NBMOD and TAC though it would be nice if there is commit logs as well. I haven't figured out how it keeps track of past teachers yet.It is probably easiest if you check the sources for the Education System.
(They are available to you via my SVN.)
Your SVN ?
I would love to know the address to that one.
I have the source for NBMOD and TAC though it would be nice if there is commit logs as well.
I wonder about one thing. Is there any particular reason why Journeyman MODCOMP isn't used?