Wodan
Deity
You're being sarcastic, but honestly, I have no doubt I will be thrilled with it, even if it does have friggin bears swimming out 500 miles into the friggin saltwater.You'll be thrilled with the next patch then.![]()

You're being sarcastic, but honestly, I have no doubt I will be thrilled with it, even if it does have friggin bears swimming out 500 miles into the friggin saltwater.You'll be thrilled with the next patch then.![]()
You're being sarcastic, but honestly, I have no doubt I will be thrilled with it, even if it does have friggin bears swimming out 500 miles into the friggin saltwater.![]()
I'm thinking of maybe switching the strengths of Griffons and Hippogriffs. When they were added, the hippogriff was the better one... And spawns later for the Doviello.
Although the main difference was that the Hippogriff could carry cargo....
I'm not, actually. Bears are losing waterwalking.
Of course, I may turn them into naval units with shore bombardment capability just to troll you.![]()
I am playing the Clan and I must say I like the way the hire units now works. Not sure if this is a bug or if I was very lucky but it looks like when I used the world spell For the Horde that I got EVERY barb on the map. I didnt count but I would not be suprised that I got over 100 units.
Whoa, I just met a problem while modding RifE for Tears.
I tried to add Bonus in CIV4BonusInfo.xml, and if I add one every thing is ok, but as soon as I add a second one, icons ingame start to be mixed up (the icon bullet turn into a smiley, smiley into feral icon and so on).
Do you know of any limitation on the number of available bonus that would explain such a thing ?
I can assure you such bug does not exist in Wild ManaBut yes, it's a well known, much hated bug with the WoC fonts file. It exists in RifE, FF, Wild Mana, Rise of Mankind, and every other mod which uses the WoC fonts.
Corrupted Pasture instantly reverts to non-Hell version of Nightmare.
I can assure you such bug does not exist in Wild Mana![]()
Damn, thought I had fixed that one. Or rather, Opera said it was working when she played the D'tesh...
Will try to fix it. Not sure what the issue is, honestly.
if iBonus == iNightmare:
if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
pPlot.setBonusType(iHorse)
else:
pPlot.setBonusType(iCow)
if iBonus == iNightmare:
if pPlot.getImprovementType() != gc.getInfoTypeForString('IMPROVEMENT_PASTURE_CORRUPTED'):
if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
pPlot.setBonusType(iHorse)
else:
pPlot.setBonusType(iCow)
In the file "CustomFunctions.py", change line 994 and forward from:
Code:if iBonus == iNightmare: if CyGame().getSorenRandNum(100, "Hell Convert") < 50: pPlot.setBonusType(iHorse) else: pPlot.setBonusType(iCow)
to:
Code:if iBonus == iNightmare: if pPlot.getImprovementType() != gc.getInfoTypeForString('IMPROVEMENT_PASTURE_CORRUPTED'): if CyGame().getSorenRandNum(100, "Hell Convert") < 50: pPlot.setBonusType(iHorse) else: pPlot.setBonusType(iCow)
Otherwise the hell terrain function reverts Nightmares every turn.
I'm playing as the Doviello, and I don't seem to be able to destroy Spider Dens. This is kinda annoying, since these giant spiders have been harassing me all game and it'd be nice to be able to finally wipe out their lair. For now I'm just keeping a scout on top of it to prevent more spawns.
HN units, like the Stooge Hill Giants, are able to pillage/destroy all improvements EXCEPT roads.
Is there some reason why they cannot destroy roads?