Lots of new modifiers added today, the Great Generals from Barbarian combat modcomp added, and is working 100% (as a new game option).
Great!Sweeeet!![]()

Lots of new modifiers added today, the Great Generals from Barbarian combat modcomp added, and is working 100% (as a new game option).
Great!Sweeeet!![]()
Do you have any idea yet of how to eliminate older Warlord units from showing in build queue after I hit the limit yet?
Yet? This is the first complaint I've received. And it's not even my modmod.
Sure, I could add some code to the CanTrain function, to check if there is a new unit replacement, and if so, you can't train older ones.
Yet? This is the first complaint I've received. And it's not even my modmod.
Sure, I could add some code to the CanTrain function, to check if there is a new unit replacement, and if so, you can't train older ones.
Oops on my grammatical error.
Actually, I discussed it in Vincentz' thread before but he had no ideas. And other people said it is normal for National units. I still didn't like it and wondered if you had a solution for it. Glad you can do it. No real rush here, though.
Thanks!
Good, so I can stop trying to figure out how to do this in python - I was getting nowhere fast
I was having the same problem with AAranda's sniper unit.
I let the workers do what they want because the tech progression always makes the best improvement for a plot change. It may be a farm one era, a workshop another era, and a hamlet the next, I just don't want them touching that one plot.
EDIT: or better yet you can (attempt to) demand new unit visuals in the graphics forum for your separated workers![]()
Not sure if this is ultimately the correct place to post this, but i thought it would require some SDK work, and thusly this would be a good place to start. Would it be possible to create a wonder (national or world) that will 1) increase a units build time by X amount BUT 2) grant them a particular promotion?
I was thinking of something along the lines of a "Special Forces" school for gunpowder units (placed somewhere in the modern age obviously) that would increase gunpowder units build time by 25%, but would grant them the Commando promotion (which IMHO isnt seen often enough). Or, alternately (or similarly) a "TOP GUN" school that would grant fighters some air intercept promotion(s) in exchange for the reduced build rate.
Also, along this line of thought, if this concept is feasible, would it possible to create an "airborne school" to make gunpowder units paradrop capable? Was totally unsure of the realistic probabilities of this idea, as paradrop isnt a promotion...
At any rate, please let me know what you think.![]()
I would kindly ask if it is possible to add/change two parameters:
1. An additional way to upgrade units not only by picking a whole upgradeclass but also a specific single unit. E.g. something like: <UnitUpgradeType>UNIT_XYZ_INFANTRY</UnitUpgradeType> for *unitinfos.xml.
2. In *unitclassinfos.xml the possibility to pick also no unit as default unit for the other civilizations which do no produce a certain unit. E.g. something like:
<DefaultUnit>NONE</DefaultUnit>
Sounds good and fair.An UpgradeUnitType? Well... It may be quite a bit harder to add than usual... I may add it by AND 1.60, but no guarantees.
Hmmm. First i have to admit, that i haven't looked so deep into other mods sources by now that i was aware about this tag there.How about a bUnique tag in the UnitclassInfos? Like FF does?
I have 3 requests, don't know if it's SDK.
1) Make the Vassalage and Capitulation treaties negotiable. A small story which happened in my game to explain this: Hirohito invaded Zara Yaqob and took a distant (for me) city. I was at war with Japan, so I took it back. I kept as a joker for future gains. Everyone made peace and I still had that city. I wanted to give it to Zara Yaqob, as long as he converted himself to Confucionism and became my vassal. For him, it would be kind of good to be my vassal, because he was weak from his war with the japanese. Result: we took 300 years to resolve this situation and he finally became my vassal. If I could give the city IN EXCHANGE TO the vassalage, would be better and faster for both of us.![]()
2) Make the number of peace turns of peace treaty variable, and make the AI take it in consideration. Rome didn't want to give Cumae to me in exchange of peace. Aurelius was right, in 10 turns I'd have declared war again! So, I took Cumae and thousand of romans had to die just because of this. Sad.![]()
3) Apply the same concept of Multiple Production Mod to techs, in other words, the Multiple Tech Mod.
I have a suggestion. Some time ago we hat small talk about a feature, that grants buildings a bonus depending on the amount of ressources you have (i.e. 2x rise = 2x 10 % bonus, 3x = 30 %).
Now, i figured that, if the production bonus is linear, it might be trading far less important. So, i would suggest that these bonus stack, but not linear, but progressive. For example, if you have an artesian well, it would produce 10 % more food for the first rice. A second rice may only give you another 5 %, and each additional rice will increase it by 2.5 and 1.25 %. In this formular, the bonus would half each time after the first based on the yield in the xml.