<BonusInfo>
<Type>BONUS_PLUTONIUM</Type>
<Description>TXT_KEY_BONUS_PLUTONIUM</Description>
<Civilopedia>TTXT_KEY_BONUS_PLUTONIUM_PEDIA</Civilopedia> <BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
<ArtDefineTag>ART_DEF_BONUS_URANIUM</ArtDefineTag>
<TechReveal>NONE</TechReveal>
<TechCityTrade>TECH_FISSION</TechCityTrade>
<TechObsolete>NONE</TechObsolete>
<YieldChanges/>
<iAITradeModifier>15</iAITradeModifier>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iPlacementOrder>-1</iPlacementOrder>
<iConstAppearance>0</iConstAppearance>
<iMinAreaSize>-0</iMinAreaSize>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>0</iMaxLatitude>
<Rands>
<iRandApp1>0</iRandApp1>
<iRandApp2>0</iRandApp2>
<iRandApp3>0</iRandApp3>
<iRandApp4>0</iRandApp4>
</Rands>
<iPlayer>100</iPlayer>
<iTilesPer>0</iTilesPer>
<iMinLandPercent>0</iMinLandPercent>
<iUnique>0</iUnique>
<iGroupRange>0</iGroupRange>
<iGroupRand>0</iGroupRand>
<bArea>0</bArea>
<bHills>0</bHills>
<bFlatlands>0</bFlatlands>
<bNoRiverSide>0</bNoRiverSide>
<bNormalize>0</bNormalize>
<TerrainBooleans/>
<FeatureBooleans/>
<FeatureTerrainBooleans/>
</BonusInfo>
Houman said:Interesting discussion.
You needed a blacksmith in order to melt down the iron or copper and work on a blade very hard. An armory for making leather, cloth and plates for a armor or helmet. You would need much more components than just a copper or iron in order to make Classical or medieval units.
Houman
Superfly said:The resources, and the reqs. for using is becoming too unbalanced.
There's now 9 or 10 resources, that becomes avilable when calendar is researched, making all of us, beeline for it.
bcr1776 said:FfH introduces fermentation for wine +1 Happy (and ?breweries?(probably should have been a different kind of market) as a means of distributing it. +1 health, +1 Happy.
The other calendar driven resources likely have equivalents.
I can take a look?
Houman said:ToDO List
- Improved City Razing
- New Skins for some Units
- Replacing the Immortal by the Real Persian Immortal
- Improved City Bombardment (With Collateral Damage)
- Adding enhanced foreign advisor
- Adding inquisitor unit
- Optional Regiments MOD
- Make Art/Interface/Buttons/TechTree/Zoroastrian dds
- Make Monastery dds for Zoroastrians
[/code]
I need to have a closer look on Siege and bombardment. There is a bombardment thread somewhere though...
EDIT: Im afraid the Nuclear Mod has a bug. What can the screenshot mean?
Good night
Houman
Kushan said:How about adding the Regiments mod to the next version?
Kushan
Houman said:@NightRavn
I found the error:
You have forgotten to specify the Plutonium Bonus itself in CIV4BonusInfos.xml
Code:<BonusInfo> <Type>BONUS_PLUTONIUM</Type> <Description>TXT_KEY_BONUS_PLUTONIUM</Description> <Civilopedia>TTXT_KEY_BONUS_PLUTONIUM_PEDIA</Civilopedia> <BonusClassType>BONUSCLASS_GENERAL</BonusClassType> <ArtDefineTag>ART_DEF_BONUS_URANIUM</ArtDefineTag> <TechReveal>NONE</TechReveal> <TechCityTrade>TECH_FISSION</TechCityTrade> <TechObsolete>NONE</TechObsolete> <YieldChanges/> <iAITradeModifier>15</iAITradeModifier> <iHealth>0</iHealth> <iHappiness>0</iHappiness> <iPlacementOrder>-1</iPlacementOrder> <iConstAppearance>0</iConstAppearance> <iMinAreaSize>-0</iMinAreaSize> <iMinLatitude>0</iMinLatitude> <iMaxLatitude>0</iMaxLatitude> <Rands> <iRandApp1>0</iRandApp1> <iRandApp2>0</iRandApp2> <iRandApp3>0</iRandApp3> <iRandApp4>0</iRandApp4> </Rands> <iPlayer>100</iPlayer> <iTilesPer>0</iTilesPer> <iMinLandPercent>0</iMinLandPercent> <iUnique>0</iUnique> <iGroupRange>0</iGroupRange> <iGroupRand>0</iGroupRand> <bArea>0</bArea> <bHills>0</bHills> <bFlatlands>0</bFlatlands> <bNoRiverSide>0</bNoRiverSide> <bNormalize>0</bNormalize> <TerrainBooleans/> <FeatureBooleans/> <FeatureTerrainBooleans/> </BonusInfo>