How about the ability to build food? Just a thought while I am playing.
How about the ability to build food? Just a thought while I am playing.
Just a thought I had while playing, I had built everything before I could build science, or money.Not the first to suggest it. First off, it can't be done, not without SDK changes.
But, even if I did add it, why, why, why would you want to build food? I can think of 100 problems it would cause.
Just a thought I had while playing, I had built everything before I could build science, or money.
Can we make it so certain civics allow more of a national unit, like say coinage allows you to build 7 caravans?
Thank you Afforess for this wonderful modmod. Just installed it today. I have "A New Dawn" 1.53 installed and patched to 1.6.
Anyways after researching Military Tradition I found that I could build two sets of National Warlord units.
The first unit was a warlord that came with his own entourage. I was allowed to build two and built my two warlords with no problems.
The second warlord unit I could build is one that functions much like the classic warlord unit. Attach to a unit, grant exp, discounts, etc. I was allowed to have one of these national warlords. After building this warlord I was not able to build another or so I thought. As soon as I attached this warlord to a unit I was able to build another of these classic warlords. Rinse and repeat.
Now this may be part of your master plan, but looks to be a bug to me.
Is there a way I can remove these warlords? I remember reading something about a "No Warlords" option in your modmod notes.
go into your Rise of Mankind/Assets/Modules/Custom Units and delete the folder named "Warlord".
Oh I should have thought of that. Thanks!
I try not to make requests often, since I know you modders have a lot on your hands, but something struck me as missing during the last game I was playing.
How feasible would it be for someone to make a transporter erector launcher, capable of carrying a small number of missiles? It would be a good way to help fill the mid-range role, which I feel is currently lacklustre in the game. As it is, missiles can only be carried by sea units, which in addition to not being very realistic, also lessens the utility of said missiles by making them usable only against targets that are either near the coast or near/in your empire (or other nearby ships, of course). While this is not much of a problem on smaller and/or archipelago maps, I feel that the TEL could help mitigate this on maps with larger landmasses while also providing a common type of real-life military hardware.
Regarding its stats and abilities, I feel that it should be wholly or almost wholly dedicated to its missile-transporting task. I think that this could be accomplished by giving it a relatively low strength compared to other units around the same time, as well as making it unable to launch any direct attacks of its own, much like normal naval transports, instead relying on other units for defence and on its transported missile(s) (or other units, of course) for offence.
As far as its graphics are concerned, sharing an appearance with rocket artillery or mobile SAMs could work well in a pinch, but if there is a graphic floating around similar to the one on the upper-right in the first link (I checked the dedicated unit graphic subforum with a couple different search paramaters but didn't find any, but I may just suck at searching), then I think that would work the best.
Many thanks in advance.
Does the AI know how to use BTR80s at all? They're basically the same concept, except they carry troops instead. If they do, maybe the trick that got BTRs to work could apply here as well.Real Problem Here: The AI.
There is no AI code for the AI to use land transports of any kind. I know this is weird for most players who aren't programmers, but Firaxis's AI for ships and transports is only for the ocean, and can't simply be "turned on" for land transports. It's why there aren't any mods that use land transports of any kind. Writing AI for land transports, even something as basic as missiles would be... monumental.
Does the AI know how to use BTR80s at all? They're basically the same concept, except they carry troops instead. If they do, maybe the trick that got BTRs to work could apply here as well.
Damn. Oh well, it was worth a shot.Nope. I don't even think they should be in RoM because of that.
Real Problem Here: The AI.
There is no AI code for the AI to use land transports of any kind. I know this is weird for most players who aren't programmers, but Firaxis's AI for ships and transports is only for the ocean, and can't simply be "turned on" for land transports. It's why there aren't any mods that use land transports of any kind. Writing AI for land transports, even something as basic as missiles would be... monumental.
What about a transport that can move anywhere? Like the transport helicopter in RoM (and I'm sure other mods have them). Does the AI use them, but only over the sea?
I've never actually had a game progress far enough for the AI to even think about building transport helicopters...