Modular RoM Civics Buildings

Lol, here I was worried that I couldn't figure it out cuz I was a little :smoke: when installing all that. D/ling now :)
 
I uploaded a new version. This should be fine. I knew that previous version seemed a little light when I was uploading it...

Downloaded and installed new version, still getting the problem. It seems that the units need the buildings loaded first. Could this be the problem.
 
I third the errors :(
Man after error hell I went through trying to fix ANM I get these trying to settle down and play a peaceful game. It's like this game has a mind of it's own, trying all it can to prevent me from playing. I guess I'll just keep modding until it's fixed, I can't play without a good modmod missing.:cry:

EDIT: From my personal experience modding, I'd say these are from a typo in the XML entries.
 
Does that main MLFControl file have a "Custom_Buildings" entry? If it doesn't that may be the problem. I needed to make a new folder due to BULL ("Custom Buildings" created pink squares due to the space). I am uploading the MLFControl file I am using, take a look at it and see if it works.

The next Universal MLFControl file Afforess makes should included it, he reminded me to post what needed to be added in that thread.
 

Attachments

Testing now.

Success! No XML errors, and buildings are in too! :dance:

Off I go to play civ4! Least til the 40% complete mark when turns take long enough on giant terra maps to troll forums between turns.
 
Does that main MLFControl file have a "Custom_Buildings" entry? If it doesn't that may be the problem. I needed to make a new folder due to BULL ("Custom Buildings" created pink squares due to the space). I am uploading the MLFControl file I am using, take a look at it and see if it works.

The next Universal MLFControl file Afforess makes should included it, he reminded me to post what needed to be added in that thread.

Might want to talk to Afforess about the universal MLF file... not so Universal if no one gives him a heads up of new folder entries.
 
These civics buildings are :):):):)ing awesome, I finally have a reason to get horse techs before the age of gunpowder (bandit riders + general +1 move = win)
 
I hate bandit raiders, I have nothing that will defeat them and my neighbour is spaming them at a great rate 2 every 10-15 turns on snail. I have killed 6 of them already. The only way I could stop them was to build a wall of archers across the forest.
 
I hate bandit raiders, I have nothing that will defeat them and my neighbour is spaming them at a great rate 2 every 10-15 turns on snail. I have killed 6 of them already. The only way I could stop them was to build a wall of archers across the forest.

Lol. Sounds like they are working just like GeneralStaff wanted then.
 
They're the only unit besides bandit footpads I have right now that are of any use. Carthage is spamming axes and spears at me, and the only bronze/iron on my half of the continent is on a mountain, or in carthage's bfc. I do have 4 sets of horses tho :mischief:

Spears in the forst are pretty good against them on defense, and spears with a few promotions pose enough threat I like to abuse the 3 moves to avoid them while pillaging (no good right now tho, since you need bronze/iron to make those generals).
 
Does that main MLFControl file have a "Custom_Buildings" entry? If it doesn't that may be the problem. I needed to make a new folder due to BULL ("Custom Buildings" created pink squares due to the space). I am uploading the MLFControl file I am using, take a look at it and see if it works.

The next Universal MLFControl file Afforess makes should included it, he reminded me to post what needed to be added in that thread.

I thought I knew where this went, but apparently not. Can you provide a little help?
 
/Assets/Modules is the directory I believe, if you're overwriting a mlf file it's the right place ;)
 
I noticed last version bandit units were not capable of capturing cities. Now I've just tried to destroy the last warrior in a foreign capitol and it ended up destroying the whole city. I do not like this change, bandits should not be able to capture cities.
 
I hate bandit raiders, I have nothing that will defeat them and my neighbour is spaming them at a great rate 2 every 10-15 turns on snail. I have killed 6 of them already. The only way I could stop them was to build a wall of archers across the forest.

Elephants can counter them, but seriously, Properly promoted Spearmen can easily deal with Riders and Axemen can easily deal with Footpads. If Riders are causing this many problems, I will reduce their power by 1 in the next version.

@generalstaff

So Afforess is proposing a waste to energy plant for an up coming mod mod. However you already have one here. If he made a replacement building for the green civic would you be willing to change so there were not 2 waste to energy plants?

I already had to change details of the Body Exchange since Zap added a version of it in 2.8. I will start thinking up a new building for Green. It will be a challenge since the Recycling Plant is a default building and I do not want to edit default buildings for this module. Any ideas are welcome, the update will be in the next version.

I noticed last version bandit units were not capable of capturing cities. Now I've just tried to destroy the last warrior in a foreign capitol and it ended up destroying the whole city. I do not like this change, bandits should not be able to capture cities.

They can capture enemy cities if you're at war, they move into them peacefully if not.

Bandits function like Guerrillas (unit in RoM). If a Bandit razed a city, it is likely that the City only had 1 Population, which would mean any unit would have razed it. Also, I find it not to be an issue for Bandits at War to capture cities since then Bandits represent Irregulars.
 
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