[to_xp]Gekko;7880341 said:
woo hoo espionage is back! version .22 sounds tasty to say the least

is there gonna be some espionage benefit for civs running CoE? that would feel just right

edit: right, another question. any plan to introduce some FF's mechanic for the Elohim?
Certainly, CoE and nox nocis will provide additional espionage points. If you have anything else in mind, post the ideas

Part of Elohim enhancment from FF is already in - after they visit some of the unique features they are awarded spiritual trait. It needs visiting between 2 and 5 features - I want it to be a pilgrimage, without immediate gain (like: go to this place, gain this trait). Also, in FF they can get a LOT of traits - too many IMHO. I have already added archives, too.
Being dedicated elohim player, I want to expand their unique features some more, i.e. monk/hospitalier (Elohim unique paladin in Orbis) enlightment path. I need to check pacifist trait, but tolerant should be good for Elohim (they will get +25% culture, but only when at peace).
Oh, if you'd like I could help you incorporate my holistic culture model into this mod. It would give some more interesting ways to play the game.
Thanks for the offer! I will take a look, but it can take some time, I really want to finish 0.22 for friday evening (CET)
Hey, just something I was thinking about while in the bathroom the other day. (Bathrooms & showers; where men's brains are at their peak!)

Can't agree more...
But I like dimensional gates the way they are. It is FfH replacement for airports, and a good one I think. They come at the same time in the tech tree as airports (or even later) and are hardly overpowered, also reduce micromanagement a bit.
For those of us who do not like espionage, will there be a way in the custom game screen to turn it off?
The no espionage option is in, visible and working. But it has the same problem as in BtS - all espionage points get converted to culture... I have no idea how to fix it now, plus it is far from top priority, especially that I could not find any fix for it, and for something so broken, it would probably be around if it would be easy...
But if you know of any mod that fixed it, let me know.
UPDATE: Egads! I guess my habit of not forgetting game trivia is getting to me. I think I found at least one of the versions I remember - you can scroll down a bit here -
http://www.civ3.com/ptw_prof_spanish.cfm# - This was a Civ III: Play the World animations!
BTW, I'm still getting some odd art problems late in the game, and the assassin still doesn't work so I'm not sure what I'm doing wrong with the art fixes.
Unfortunatelly, it is of no use to me. I can convert mounted to foot version, but no one can simply convert from Civ III to IV.
I tried the fix and it works for doviello assassin. Check your Orbis/Assets/XML/Art folder. CIV4ArtDefines_Unit.xml should come from 8th march. If not, you have to replace it manually.
I have no idea what is the exact cause of the breaks in units cycle...
BTW, how much of the stuff that
Walter Hawkwood ported in from Kohan 2 do you think you'll be putting in? That stuff looked fabulous!
A lot. I have already posted in the right thread that I am going to use it. In fact, I use a lot of stuff Walter has converted. Currently only mana nodes (shadow and elemental ones) are not used (any ideas?)... all other are already in.
The first is wild haven, second one is Troll cave lair, mage guild (3) is wizard enclave, 4 goes for Sheaim pagan temple, watchtower (10) is the new khazad palace (good bye Rivendell...) and tree (11) goes to song of autumn.