younflancy:
I recommend a text comparing tool, so you can see changes in different files.
Billyplod,
The growth stat in the Gamespeedinfo was changed from 300% to 600% on Marathon. It affects alot of things including food. So food goes from 600 to 1200. I changed it back to 300%. I hope it helps. The Growth also effects how long pioneers need to take in order to complete a task.
Just wanted to drop by and thank both Dale & Snoopy for their great patch which improves the game significantly making it most enjoyable (specially cutting down the absurd time it took travelling back and forth to the Old World whiuch was a fun killer)
Just two things, if you are at war with an indian tribe and a european power has built a mission on it, on the turn the native covert is spawned the game crashes and you hear the sound of that native indian tribe being destroyed. The second thing is that all the native converts spawned are assigned to me when I in fact haven't created any missions with jesuits, other european powers have. I'm not sure if this has to do with the fact that I wipe out all colonizing competion early on and the AI assigns the converts to me.
Thanks guys.![]()
hello, many thanks for your good work.
Here is the question: how to make my own mod work with this mod?
For example, I am doing an mod for a new civ:china. How to manage or write my xml files, and other assets, in order to be compatible with this mod?
The best solution in my mind, is that modders write new xml features in new files, not adding them into original files.
For example, if I want to add a new civ, I dont copy and modify CivilizationInfos.xml. Instead, I write CivilizationInfos_china.xml, under the same namespace, and put it into my mod folder.
Could the program correctly load both files?
If it works, then when we want to play our own mod with Dale's mod, we can paste all the things into dale's mod folder. This would not cause conflictions.
Then we can enjoy the new AI and new civ.
1.06b fixes the confused converts issue.I suspect the crash will be because of the confused converts.
1.06b fixes the confused converts issue.I suspect the crash will be because of the confused converts.
You won't be able to load 1.06 saves with 1.06b. I added an extra tag to the 1.06b save files to fix the confused converts bug.
I'll look into the diplo screen thing, thanks for the SS.![]()
I'll look into it as I mentioned previously.![]()
First of all thanks Dale and Snoopy for this great mod.
I got a question: In one game I played I noticed the nice feature that my ships coming back from Europe would appear on the nearest Europe zone field to my settlement, no matter on which field the ship was when it left to Europe. I always thought this feature came from your mod, and as it doesn't happen in my current games and I don't see it in your current patch list, I wonder if this feature really came from your mod and if you removed it for some reason.