[MODCOMP]Cultural Influences

Thanks? Oh duh, I didn't realize you're its author lol!

Ok but did u change the settings file? I'd have to go thru the configuration all over again!
 
Fachy said:
Thanks? Oh duh, I didn't realize you're its author lol!

Ok but did u change the settings file? I'd have to go thru the configuration all over again!
Nope, only the python files changed.
 
I thought on the thread, you said it changed unit graphics.. that's XML isn't it?

Btw I strongly recommend you make the immigrant's moves = 1 because immigrants aren't as fast or as organized as soldiers. They have to carry their kids and tents and so on.. I would've made them 0.5 moves if it was possible! I changed it in the XML..
 
Fachy said:
I thought it said it changed unit graphics.. that's XML isn't it?

Btw I strongly recommend you make the immigrant's moves = 1 because immigrants aren't as fast or as organized as soldiers. They have to carry their kids and tents and so on.. I would've made them 0.5 moves if it was possible! I changed it in the XML..

You are correct the CIV4UnitInfos.XML file did change as well... I like your idea of slowing down the immigrant units by the way. I will add it to the future features list.
 
*Feels smarter than Lopez* yaaaay
j/k, I don't know crap about python :)
 
That's a little inconsistent, though. Settlers travel faster than soldiers. Immigrants are really just settlers with the ability to join a city.

I think soldiers ought to be slower anyway, since they are constrained by their organization and formation.

But hey, there's so many variations on this core concept, and no accounting for taste.
 
Mentioning that, I just find that it doesn't make sense to have settlers have 2 moving points

Btw, in my mod I didn't allow cavalries upgrading to gunships (duh) nor the marines to tanks or mech inf.
 
Updated with link to Warlords compatible version!!!
 
Updated Warlords version to be compatible with the v2.0.8.0 patch.
 
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