[Modular] Fortifications

Well, it means you can remove archery and bowmen from the game :mischief:.

Don't think so, the bowmen are good for some other abilities:
first strikes (anti colleteral damage defense)
or fortified in hill fortresses outside cities
and they are - with archer bombard activated - a really good early attacker to soften defenses and then suiciding to clear the way for the spearmen (operation "human ram").

I really like this mod, exept for it's graphic glitch, which happens when you have "animations frozen" on, the units get pink - at least if fortified... I think someone once said that this was due to a alpha-channel thingie or something :scan: ...
 
I really like this mod, exept for it's graphic glitch, which happens when you have "animations frozen" on, the units get pink - at least if fortified... I think someone once said that this was due to a alpha-channel thingie or something :scan: ...

I never noticed any graphic glitch when I was testing this mod, but I'll look into that right away.
 
Xionn,
you might want to increase the cost of the town watchman; it current; costs the same as an archer, a weaker unit.
 
I updated the Town Watchmen to cost 37 hammers instead of 32. Hopefully that is the last of the bugs/fixes I need to make for awhile because I'm starting another modmod. It will come out soon.
 
I found a bug that made it so that you couldn't build a guard in your city if you had high walls, when the guards needed just regular walls. I have no idea why this happened but I updated the guard so that he needed the barracks instead of the walls.
 
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