Procylon's Call to Power Project

knatte_Anka and Feuteupool, are you two working together on the flags? I hate to see you guys both duplicating the same work if you don't have to. So if either of you moves on to other art, you might let the other know what you are working on. :)

Hi, first of all, a great mod! Love all the changes and can't wait to see more of them!

However, after I downloaded new v9 on 01/16, I can no longer load my savegames - the game crashes. Is there any way to resolve this? If there is not, could you please provide me the v9 dated 01/15 if possible? I'd like to at least finish my game...

A lot of the time, updates can work with saves. Many other times though it will invalidate your save.

I believe sourceforge has nearly every version listed on it. Just give it a look

Unlike Modhub, sourceforge does let you overwrite older versions. I don't have any older V9's. Could possibly get one from a user, but doubtful.

A great mod, huge variety, but the games pace is much too fast , I play on prince, at 1200BC I got an announcement that a player has entered the medieval era, a lot of "small" techs and most of them very cheap so I get confused on what to select.

Maybe fewer techs in parallel, so the tech tree will be much longer and the advancement will take somewhat longer, lets say for example that social and scientific techs in parallel will bring you to some military and religious techs which are in parallel and then again couple of other techs and then again social with another tech, maybe three techs in parallel, but it seems like so many in parallel so now I don't care for many of the small techs because I need to find the fastest route to the next era to unlock some policies or to reach some more important techs.

It's my fist game so maybe I'm confused a bit. I think it's got tons of potential and it's a super invested mod, the key will be the pace and the challenge.

Well, balance is still being worked on. It isn't a matter of having more or less techs, just making the amount of techs generally take a certain number of turns to get somewhere.

And I am actually looking for roadblocks to put in your way, so don't expect to be able to beeline your way down the tree. In many cases going to the next era makes things slower for you anyway so it isn't always the most preferable. Best to chase certain wonders or units, and follow tech paths to reach them. Pumping eras for a certain government or whatnot will only be a strategy, not THE strategy. :)

Thanks for the link, but now I have trouble installing it. I put the file in the Mods folder, go in-game, click the Install Mods button, and then nothing happens. The mod does not show up in the Installed Mods list. Other mods (for example downloaded through ModHub) install fine.

EDIT: Now I've uninstalled every mod I have. When I leave the .civ5mod file in the mods folder, I don't even have the Install Mods button in-game.

Any suggestions?

There seems to be some problems with downloading and installing the last few updates. I am not sure if it is related to the file size or what.

Hi all,

I have a problem with loading saved games, usually pointing on a saved games gives you on the left side a short description and the word MOD, if I click on the word mod I get to see what mod that saved game is attached to, with this mod ' Procylon's Call to Power ' I don't get the word mod, and loading it causes an error and a crash.

I have to go to MODS, make sure the mod is selected and from there I select single player>load game>the saves game, and it loads fine.

Is it a known problem? or is my installation corrupt?

Not entirely sure what the problem is here. Normally you enable the mod, and load the saved game through the mods menu.

It sounds like you think it odd that you have to do that? I am confused.

But then won't that clash with the limiting of the specialist. Unless you mean for governments for the Industrial Era and later.

Well the idea will be for the governments to increase citizen yields basically across the board. Limiting specialists will just mean more citizens in the field, which will have roughly the same affect. It won't be that a government increases specialists or tiles, but they will do both, generally equally.

And then the buildings will come over the top and multiply the general economic activity.

For buildings that modify production, I would definitely agree with going with percent improvements. But some things, like science buildings actually do work better on a per pop system. If you really want to get technical, per pop is the same as percentage based; after all, what is a library except a 50% increase in science? It's just written as x yield per pop for later buildings like universities that modify base science, not the overall total.

Well yeah, science works a little differently than production/gold/food. I can always change it up, but I may not do anything with it at this time.

With that in mind, I think governments work best as percentage modifiers, but they should focus on the total yields, and then modify those. For example, consider a size 24 city with library, abbey, and university. The science output is 168 (24+12+12+120). If I were in a government that increases science by 30%, it would (should) go to 218.4. Something like this is easy to see in a percentage type explaination. If you make the bonuses dependent on improvements, who knows how that will affect overall productivity?

Depends on where the government % come in. I would have to test it out to see if it multiplies after the buildings or with the buildings. Either way, I want to move buildings more in the % direction, so I will see how the new government yields fit with that.

The AI is pretty smart about using Specialists, actually. In my slider specialist mod, the AI knew not to go overboard with the negative yield specialists, so that tells me it does work.

By the by, feel free to steal my specialist icons from that mod if you want to add more.

Thanks. I will look into it if I start adding some. :)

It is fully possible to give specialists yields comparable to tiles. Specialists can produce Culture, Food, Production, Gold, and Science. Same as any tile. It is just up to Dec to full realize this.

I am not sure I would want to go quite that far with the specialists. At least not without a real overhaul of the entire system, far beyond anything I have already done. Well, I could go a little further with it, but in conjunction with scaling back specialists in general until ~industrial.

Sneaks, do you know how the AI looks at specialists? Do they simply use their leader flavors and value the specialist yields accordingly, or is there some separate place where the specialist flavors are stored?

Anyone have any luck finding the tile yield overlay icons/textures (ie. apples, hammers, coins) ? This is my first play-through with CTP (v9) and my primary issue as a new player is the lack of distinction for yields above 10 (they get a *). Obviously we have the tool-tip, but my first instinct was to go digging for the resource files and then see whether the display method is exposed/mod-able so we could maybe account for the higher yields (which are quite prevalent). It looks like all yields are factors of 5 which is convenient.

Great mod btw. Love the scope. Had a single crash, so far, while selecting a category from the top level tech menu. Working through the changelog before any other feedback.

If you changed this or at least found out where these references are made, that would be great. :) As long as the yields can go as high as 3 digits it would be good. I can see this being a bit of work, but it would definitely improve the game. :)

Did you download before or after the Jan 16 update? I am curious if the new tech pages update lowered CtD rates from the buttons at all.

Catapults don't go obsolete for me.

I think in the CIV5Units.xml file the two entries:PrereqTech="TECH_BALLISTICS" ObsoleteTech="TECH_SIEGE_WEAPONS" should be:PrereqTech="TECH_BALLISTICS" ObsoleteTech="TECH_SIEGE_ENGINES".


Has anyone tried to make a railroad path longer than 1 hex after getting the LEVITATION MOTORS bonus? The civil engineer moves so fast that it can go several hexes and only makes the railroad on the last hex.

Thanks for the feedback, is fixed for the next upload. :)

I have always had problems with the build road to function, Vanilla or otherwise. You just want him to build it from one city to the next, but the worker decides that taking the long path around and only building 1 road on the end tile is the quickest way to do it. Like the laziest workers in the world trying to find clever ways out of work or something.

I would need someone knowledgeable in worker AI to release a fix for this, as I wouldn't know where to start.

I'm at 255 AD and my game is crashing everytime I end the turn. I rolled back about 5-6 turns during save and it still crashes when I get to about 254-255 AD. Man, I wasted like 2-3 nights playing and now I'm crashing. This sucks.

Do you know which version you are using? Or what date you downloaded it(if you got it from sourceforge).

If you downloaded a week ago it is most likely the CtD Wall I finally tracked down. If you downloaded after I fixed that, then most likely it is just one of those random CtD Walls. But the more information you give the better.

Hi all, has anyone tried the mod R.E.D. with this mod ?

I haven't, but I have always liked the concept of what he has done with the unit formations, especially ships. Once I get into adding unit art into the game, his mod could be a good place to start. :)
 
Not entirely sure what the problem is here. Normally you enable the mod, and load the saved game through the mods menu.

That exactly is my problem, with any other mod, I only need to enter mods menu and enable the mod only once - while starting a new game. All saved games from that game I don't need to go through mods menu to load them.


I just start the game, go directly to single player, then to load a game, I select the saved game and that's all. With saved games from your mode I need to go to mods menu and from their to pick the saved game.

I'll try to do some screen capturing to show you what I mean
 
knatte_Anka and Feuteupool, are you two working together on the flags? I hate to see you guys both duplicating the same work if you don't have to. So if either of you moves on to other art, you might let the other know what you are working on. :)

Im focusing in Flags and if Feuteupool doing some flags i am happy because that brings the mod forward. :) And i am trying to learn how to get units from civ 4 to civ 5:D from what i have read it shod be possible :D like import SAM unit and machine gun. :D
 
That exactly is my problem, with any other mod, I only need to enter mods menu and enable the mod only once - while starting a new game. All saved games from that game I don't need to go through mods menu to load them.


I just start the game, go directly to single player, then to load a game, I select the saved game and that's all. With saved games from your mode I need to go to mods menu and from their to pick the saved game.

I'll try to do some screen capturing to show you what I mean

I think I see the problem you are having, but I can't do anything about it. At least it is relatively minor.

Im focusing in Flags and if Feuteupool doing some flags i am happy because that brings the mod forward. :) And i am trying to learn how to get units from civ 4 to civ 5:D from what i have read it shod be possible :D like import SAM unit and machine gun. :D

That would be great. :)

I think Feuteupool added flags for most of the remaining units, though I haven't checked them all individually.

I will add more units, buildings, and techs in the future, but I think it will be a week or two before I get more in there.

So from right now, units are my biggest art need, followed by improvements/routes, and possibly some new resource art/icons. Any area that you can make progress in will help tons. :)
 
I think I see the problem you are having, but I can't do anything about it. At least it is relatively minor.



That would be great. :)

I think Feuteupool added flags for most of the remaining units, though I haven't checked them all individually.

I will add more units, buildings, and techs in the future, but I think it will be a week or two before I get more in there.

So from right now, units are my biggest art need, followed by improvements/routes, and possibly some new resource art/icons. Any area that you can make progress in will help tons. :)

Had not noticed that he had released 36 fantastic flags, now I understand more what he said about flag for marauder and he is right in what he says that 2 row shod be deleted to set the flag to his fantastic flag.(yesterday)
 
knatte_Anka and Feuteupool, are you two working together on the flags? I hate to see you guys both duplicating the same work if you don't have to. So if either of you moves on to other art, you might let the other know what you are working on. :)

Hi,

I'm sorry :(, I made the flags a while before the unit and building icons. I sent them without seeing knatte_Anka had done some.

So from right now, units are my biggest art need, followed by improvements/routes, and possibly some new resource art/icons. Any area that you can make progress in will help tons.

I still have a lot of icons with essentially resources and improvements and I can help you for all icons whatever your type. ;)

For your information : I speak french fluently, I'm translating the mod into french. I hope to finish it quickly...
 
While we are talking about improvements, done anyone have any ideas how to make fishing boats show on water tiles that don't have bonus resources? In a similar vein, can fishing boats be used to improve lake tiles as well?
 
For your information : I speak french fluently, I'm translating the mod into french. I hope to finish it quickly...


Haaaaa merci d'avance et bonne chance ;)


i just a question about Wonder movie.. were i can't check to know wich format and settings must be used ton include a movie for a specific wonder?

exemple : i want to change the sphinx wonder movie to another one were must i need to check the information (were to found them :P) for know if my movie can be used or not and if not how can i resolve that for have it compatible?
 
Decimatus, what I was experiencing was like the levitation motors movement bonus flung the civil engineer to the end of my planned building path without building any railroads except where it stopped.

example
1=-----------=10

1= was where a railroad already existed and the starting point of the civil engineer.
- no railroad or road
=10 where the CE was flung to and built a railroad.
For now the only solution I see is making railroads 1 hex at a time.
 
Hey Decimatus. How are things going?

I'd like to suggest some techs/buildings/wonders. Today I'm going to suggest some social techs.


ANCIENT ERA SOC techs

1.Fermentation (requires agriculture)
Effect: allows the construction of the brewery building (+5 happiness for the empire, but minus 5 production per citizen in this city- requires farmed wheat in city radius)

2.Sports (requires fermentation)
Effect: allows the Olympic Games wonder (+1 happiness per city)

RENAISSANCE ERA soc techs

1.Enlightenment Philosophy (requires civil service- maybe make this a req for constitution?)
Effects: Academy yields +10 science
Allows the construction of the coffeehouse building (+2 happiness +1 science per specialist)
Allows the following national wonder: National Debating Society (+1 free tech, needs coffeehouse in each city)

2.Liberalism (requires constitution)
Effects:
Academy yields + 10 science
Landmark Yields +10 culture
Customhouse yields +10 gold

3.Romanticism (requires nationalism)
Effects:
Landmarks yield +10 culture
Allows the following wonders: Cathedral of saint peter and Mary [Cologne Cathedral] (enter a golden age)
Children's and Household Tales[Grimms Fairy Tales] (+25% culture in each city in the empire)
Cathedral of Learning [Pittsburgh] (+1 science per citizen in this city)

4.Neoclassicism (prereq nationalism
Effects:
Landmarks yield +10 culture
Allows the following wonder: Arc de Triomphe [Paris] (+33% Great General growth)

INDUSTRIAL ERA soc techs

1.Totalitarian Architecture (prereqs neoclassicism and marxism)
Effects:
Citadel yields +10 culture
Allows the following wonders:
Volkshalle[ Speer’s Berlin- never finished irl] (enter a golden age)
Palace of Soviets [never finished, project halted during WW2 and then canceled] ( get two great engineers)- pic here: http://www.muar.ru/ve/2003/moscow/images/14.jpg
The Motherland Calls [Stalingrad] ( get a great general)

2. Progressivism (requires liberalism)
Effects:
Academy yield +10 science
Allows the following wonder: Democracy and Education [Dewey] (+ 5 happiness for the empire and + 1 science per citizen in this city)

3. Welfare State (requires socialism)
Effects:
Allows the construction of the Welfare office building ( + 2 happiness + 10% food retained after pop growth)
Allows the construction of the following national wonders:
National health Service (+25 food in every city, must have a hospital in every city)
National Public works program (+150% Civilian engineer speed +150% worker speed, must have a welfare office in each city)

MODERN ERA soc techs

1. Post Modernism (requires socialism)
Effects:
Allows the construction of the following wonders:
Messeturm (Frankfurt): +2 Happiness for every city connected to the Capital
Neue Staatsgalerie (Stuttgart) +1 culture per specialist in this city
Taipei 101 (Taipei) +10 gold per every ocean tile worked by this city

DIGITAL ERA soc techs

1. Social software (requires internet)
Effects:
Allows for the construction of the Internet Café building ( +4 happiness for the empire and +1 science per citizen)
Allows for the construction of the following national wonder:
The Social Web (+ 1 happiness per city, +25% science and 25% culture in all cities, requires internet Cafés in each city)

That is all for now. I'll have a few more to suggest tomorrow. I'm also working on stuff for the engineering and economics trees.
 
If you downloaded a week ago it is most likely the CtD Wall I finally tracked down. If you downloaded after I fixed that, then most likely it is just one of those random CtD Walls. But the more information you give the better.



I haven't, but I have always liked the concept of what he has done with the unit formations, especially ships. Once I get into adding unit art into the game, his mod could be a good place to start. :)

I downloaded it like saturday, I downloaded the new version(btw its beta v9) yesterday and tried again. Same crash.
 
Ive Downloaded Jan 16 version and i cant acess tech tree of before, all i see is your newly tech icons but cant acces them either.. Also i was woundering if there was a problem with AI culture they are spreeding way too fast in my opinnion..

For a quick question are we ever going to see a Prehistoric Era in this mod..
 
For the culture thing, I think it's less that it's spreading fast and more that the ai are buying the cheap tiles more rapidly than before. Not necessarily a bad thing though, as there have been many times where I had to purchase tiles to support my city's growth.
 
I completely reinstalled civ5 and downloaded the mod v9 all over again. I started as england. I'm now getting crashes on turn 29 even when I roll back 10 turns ago it crashes at 29.

Sigh... I guess i'll wait to it's not a beta.
 
For a quick question are we ever going to see a Prehistoric Era in this mod..

Hey Decimatus, if you do add a prehistoric era then you should use my idea.

Spoiler :
Complete Stone Age is a mod that goes much farther into the Stone Age than the ones that just add 6 techs. This covers the complete history of the Stone Age. The main idea of this: Survive. You are trying to survive, and find enough food to feed your settlement. You move around looking for more animals and plants to survive on. Though, you might have some bad luck, not be able to find anything and you will die out. Happiness is not a factor at all. You cannot increase your science output, but you can get other techs from diffusion by trading, going to war, and meeting other tribes. Your population cannot go past 3 until Ancient Era. It would be great if someone could pick up this mod, and work on it. I have all of the research done :D. I would do it myself, but I have other projects I’m more committed to.

Techs +49 New Techs
Paleolithic Era-2.5 Million Years Ago
(The numbers are just for organizational purposes)
1. Scavenging>Simple Animal Communication Systems, Early Stone Tools
2a. Early Stone Tools>Hunting, Hand-Axe Tradition, Flake Tradition, Knapping Flint
2b. Simple Animal Communication Systems>Scavenger Groups
3a. Scavenger Groups>Early Symbolic Language
3b. Hunting, Hand-Axe Tradition, Flake Tradition>Gathering, Burial
3c.Knapping Flint>Control of Fire
4a.Early Symbolic Language>Behavorial Modernity, Artistic Expression
4b. Burial>Afterlife Beliefs, Rituals
4c. Gathering>Early Fishing, Meat Drying
5a.Behavorial Modernity, Afterlife Beliefs, Rituals>Egalitarianism
5b. Early Fishing>Gender Based Labor, Thrown Spears
5c. Control of Fire, Meat Drying>Cooking
6a. Artistic Expression>Cave Art
6b. Thrown Spears, Cooking>Fishing Rods, Complex Stone Tools, Bow and Arrow
6c. Gender Based Labor, Egalitarianism>Campsites
7a. Fishing Rods, Complex Stone Tools>Advanced Flint Tools, Fine Blades, Bone Tools, Harpoons, Bow And Arrow
7b. Cave Art>Rope, Venus Figurines, Petroglyphs
7c. Campsites>Complex Social Groups, Abstract Language
Mesolithic Era-20,000 BC
8a. Advanced Flint Tools, Fine Blades, Bone Tools, Harpoons, Bow And Arrow>Microliths, Bladelets
8b. Complex Social Groups, Abstract Language>Warfare
8c. Rope, Venus Figurines, Petroglyphs>Timber Structures, Pottery
9a. Warfare, Timber Structures, Pottery>Place Of Worship, Mudbrick
9b. Microliths, Bladelets>Agriculture
Neolithic Era-9,500 BC
10a. Place of Worship >Sedentism, Early Hierarchy
10b. Agriculture>Animal Husbandry
11a. Sedentism>Fortified Settlements
11b. Animal Husbandry>(Ancient Era Tech)
12a. Fortified Settlements>(Ancient Era Tech)

Units +6 New Units

Axe Warrior
A mesolithic era unit. More powerful than stone warrior. It uses a sharpened axe for battle.
Prerequisite Tech: Fine Blades, Warfare

Spear Warrior
A cheap Mesolithic era ranged unit. It uses a pointed spear for battle.
Prerequisite Tech: Harpoons, Warfare

Stone Warrior
A cheap Mesolithic Era unit. It uses a stone axe for battle.
Prerequisite Tech: Warfare

Early Archer
A Mesolithic era unit. More powerful than spear warrior. It uses a bow and arrow for battle.
Prerequisite Tech: Bow and Arrow, Warfare

Scavenger
The scavenger is the first unit you will have. You need it to feed your settlement. They can only pick up the dead carcasses of animals and plants.
Prerequisite Tech: Scavenging

Hunter
Hunters are able to kill live animals to feed your settlement.
Prerequisite Tech: Hunting

Worker
PrerequisiteTech: Early Fishing

Buildings +8 New Buildings
(I don’t have any specific numbers e.g. +Culture instead of +2 Culture)
(Happiness doesn’t come into play until the ancient era, until then you just accumulate it)

Burial Mounds
+Culture
Prerequisite Tech: Burial

Fire Pit
+Food
Prerequisite Tech: Cooking

Petroglyphs
+Culture
Prerequisite Tech: Petroglyphs

Moat
+Defense
Prerequisite Tech: Fortified Settlements

Tower
+Defense
Prerequisite Tech: Fortified Settlements

Stone Wall
+Defense
Prerequisite Tech: Fortified Settlements

Food Storage
+Food
Prerequisite Tech: Meat Drying

Early Temple
+Culture
Prerequisite Tech: Place of Worship

Resources +1 New Resource
Ochre- A luxury resource used as face paint, and in rituals.

Improvements +1 New Improvement
Fishing Post- An early fishing post made by a worker for food.


By the way, I'm having a heck of a time with trying to get the units to work, but I'm working on it. Also, I was wondering if you would want me to get some voices for the quotes.
 
Just started running the beta, like what I'm seeing so far. Lots of changes since I last played this mod (like v2 or something). Getting a ctd every once in a while in the tech tree. It's only happened twice so far. Once in my first game I started, got to about turn 250 or so. Then in my new game I started, it just happened at turn 175. Sure the turn has no significants at all, just showing how rare it was. It happens when I go to open one of the trees. First time I clicked the SCI tree, second time I clicked the ENG tree. Just thought I'd share that.
 
For the culture thing, I think it's less that it's spreading fast and more that the ai are buying the cheap tiles more rapidly than before. Not necessarily a bad thing though, as there have been many times where I had to purchase tiles to support my city's growth.


I agree thats its not that bad but... to what i can see they acquire too much too fast without probably any gold in there treasury...nor cultre buildings. after 4-5 turns they have there capital as big as a fully bought or florished cultural city..thought it adds a challenge but can be tiresome to aqquire resorces when near them..
 
Hi,

I'm sorry :(, I made the flags a while before the unit and building icons. I sent them without seeing knatte_Anka had done some.

Don't be sorry, I am fine with it. :) I just don't want you guys to feel like you wasted your time if you ended up doing work that was already done.

So right now I have some of knatte_Anka's flags, and Feuteupool's consolidated flag atlas. Is the Marauder the only flag I need to delete, or are others duplicated as well?

I still have a lot of icons with essentially resources and improvements and I can help you for all icons whatever your type. ;)

Great. :) At some point I know I will need an Icon for Electricity, and probably some other producible resources(but that mod is broken so this further in the future). For natural resources that I would like to add at some point:

Coffee
Tobacco
Poppy
Crab
Alligator
Copper
Rice
Corn
Soybeans
Tea
Rare Earths
Titanium
HE3 (Helium 3, Fusion resource)


That is all I can think of for now. It may be a few months before I can add them in though. Once I finish my next 2 objectives I am going to have to look more into the process of resource addition.


For your information : I speak french fluently, I'm translating the mod into french. I hope to finish it quickly...

Awesome! :) Hopefully it won't be too hard finding any text additions I make as I add content over time.

i just a question about Wonder movie.. were i can't check to know wich format and settings must be used ton include a movie for a specific wonder?

exemple : i want to change the sphinx wonder movie to another one were must i need to check the information (were to found them :P) for know if my movie can be used or not and if not how can i resolve that for have it compatible?

You mean you want a movie and not just an image? I am not sure if that is possible, but DrBalthar made the new splash images, so you might PM him on the 2k forums and ask.

Hey Decimatus. How are things going?

I'd like to suggest some techs/buildings/wonders. Today I'm going to suggest some social techs.

Nice suggestions. :) I am working on the social tree after I make changes to the building/government yields, so your list helps alot.

Ive Downloaded Jan 16 version and i cant acess tech tree of before, all i see is your newly tech icons but cant acces them either.. Also i was woundering if there was a problem with AI culture they are spreeding way too fast in my opinnion..

For a quick question are we ever going to see a Prehistoric Era in this mod..

What do you mean tech tree of before? You should see 5 categories, each of which has a portion of the tech tree.

Prehistoric, ever? Maybe. Long before that I need to expand the ancient, classical, medieval, and renaissance out to 4 techs wide.

For the culture thing, I think it's less that it's spreading fast and more that the ai are buying the cheap tiles more rapidly than before. Not necessarily a bad thing though, as there have been many times where I had to purchase tiles to support my city's growth.

Yeah I have increased the AI's buy tile threshold from 1000 to 10,000. Should help with the AI ballooning to max size so early. I tried increasing the cost of buying tiles, but it caused the CtD Walls we were experiencing.

Though, I wonder if increasing the threshold to 10k AND increasing tile cost could work...

I completely reinstalled civ5 and downloaded the mod v9 all over again. I started as england. I'm now getting crashes on turn 29 even when I roll back 10 turns ago it crashes at 29.

Sigh... I guess i'll wait to it's not a beta.

I was playing with this custom map..
http://forums.civfanatics.com/showthread.php?t=397387

I tried again on the smaller one of that custom map, Crashed on 15.

Try running the mod without a custom map. Apparently not compatible.

Hey Decimatus, if you do add a prehistoric era then you should use my idea.

Looks like a good place to start if I ever go that route. :)

By the way, I'm having a heck of a time with trying to get the units to work, but I'm working on it. Also, I was wondering if you would want me to get some voices for the quotes.

I had trouble with units as well. Though the ones I was looking into had "Edited Aim State" files that had to be installed manually and separately, so I gave up on those.

Voices would be great, though I am not sure if it is even possible to add them right now.
 
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