Hello,
Wow, this game had been very instructing game!
I learned a lot about .ini and .xml files. However, I have a LONG way before I even start to compete seriously with arduous modders here *lol*.
Anyway, bck to my question here: How do I merge this mod, RevolutionDCM, and Thomas' War? Because I looked for RevolutionDCM options in Thomas' War and found none.
So I would appreciate help doing that please.
Thanks.
As far as global warming goes, the AI is utterly clueless as to the current system, where Nukes cause global warming, so it's not like changing things will hurt the AI anymore then the current model does (in fact it's likely to help the AI). The current setup with global warming is that nukes going off causes random tiles to turn into desert. I don't get how this fits realism, large quantities of nukes going off would cause global winter. Of course realism should take a back seat to gameplay, and enjoyment for the user. But here's the thing, have you ever experienced global warming in a game and thought it's fun, or interesting? I haven't and I know of no one who does, so it also fails the gameplay test. I think the model used in CIV for global warming was a rushed job that just never got finished, so it was released with the current system, that's just annoying and unrealistic.
So because it's annoying and unrealistic, and produces zero positives to gameplay, or well anything, it would make sense to alter it. I'm not sure if the link above is the best way to go about it, but it's the one I've seen reccomended, other CIV players seem to really enjoy it.
I'm curious to see what other RevDCM users think about it though. My main thing with RevDCM is I would like it to change as little as possible, so it's useful as a base for mod mergers. I need to see what other modmakers think about it though, does anyone want the current global warming model to stay in, unaltered?
Its good that its an option, which I would recommend being defaulted as off, until it is known what happens under the following conditions: If said coastal desert tile to be lost has a feature, unit, road, improvement or city on it. How the tile loss would affect path finding. whether or not the tile loss would split a landmass. Whether or not the tile loss would cause a non-coastal city to become a coastal city, etc...- Option in custom game to have desert tiles that are adjacent to water without hills or peaks turn to coast tiles if hit with global GW
I want to know if the next war add on is compatible with version 1.01, i tried to use it but the interface keeps going missing
User had issue with choose religions, and turning on limited religions in the RevDCM tab. No biggy, this is certainly fixable, but the user brings up a good point. Would be a good idea to note this in the mouseover help text for the Limited Religions Option.Actually, I was just reading through the Inquisitions modcomp thread, and they mentioned something about making sure the main "Choose Religions" option in the custom game menu is turned off if you're using Limited Religions. I'll try that tonight and hopefully that will work, in which case you might just want to add a note to the mouseover help for the option about it.
I've experience global warming in a game and thought it fun and interesting. It was a game of Next War with all victory types disabled
hey glider,
i also support the abandon city mod, its a great option.
also,
i would rellay reccommend jculture control - forts can create a square og culture like a city,
and mostly - recommend - mylon extended city size - up to size 4 city size that growes wit culture levels.
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@Genghis
So to clarify, you would use the pure RevDCM core for scenario generation with no other mod merged in, if it had an option to turn off or on the Jculture control mod?
Cheers.