Hashishim
Prince
okay never realize it sorry. one more question what about the cities limiting ?
What about mine warfare been included think it is feasible?
What about mine warfare been included think it is feasible?
Do you mean like Civ III where a city could not grow above size 6 unless it had an aquaduct and could not grow above size 12 unless it had a hospital?2. Buildings that limit the city size. Such as a city cannot grow beyond X size.
1. ) Already exists. See the latest example files and schema
2. ) Quick question, If I had two buildings in a city, one that limited the city to size 5 and one to size 10; which would be correct? Size 5 or size 10?
3.) Sure
4.) Would that be NET happiness or TOTAL happiness? Big distinction.
5. ) I can; but can != will.
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also, i can't find the regenerate map option upon reloading the initial autosave. i'll try to start another game. it's just a huge hassle to open up 50 slots when starting a game![]()
would it be much work to add a text box to set the number of civs you want to play with directly instead of the of opening and closing slots method?
Yes. The entire menu before the game starts is in the EXE. I can't mod it at all.![]()
Afforess, did you include the PromotionOverride property? i just ask because i was going to reorganize all the fighting system & xp system for myself and wanted to use it (to prevent having too many promotions showing up for an experienced unit).
next thing i wanted to change is to use your make some promotions only available trough your automatic-combat promotions system (as a mean to prevent players to breed overpowered units... and some realizm maybe). so question here: is it enough to give these promotions the TECH_SPECIAL_PROMOTION tech prerequisite or will they be considered as not available with your system?
3rd thing is another question: how did you change the max and min withdrawal chances? is it still the old system or do i not need care about going over 100% or under 0%?
last but not least: my main motivation is to prevent fighting to be so deadly (most fights attacker or defender dies - retreat only possible for attacker and is rather rare... all those fanatics...). so could you make something possible like withdrawal for defenders? it should work similar to attackers retreat: if a defender will die at the end of a battle he gets a chance for defensive withdrawal instead if -and only if- there are other defending units on that tile with sufficient health. i suppose this time requires some SDK work. it's not so important right now but if you find it easy to implement i'd really appreciate if you could do that.
It never worked properly. I could probably fix it, given an hour or two, but I never had any reason to go back and do so.
Only valid promotions (promotions that would appear when the unit levels up) are available to BattleField Promotions. I could add an exception list to get around that, but it would certainly break saves, so it would have to be part of 1.74
There is no minimum (negative values probably do strange things, don't mess with them. Firaxis is notorious for not sanitizing input.), and the maximum is controlled via a GlobalDefine.
You do know that Defenders can already withdraw in AND, correct?
Is there a tag that would reduce Culture? Just as certain buildings increase culture, some would decrease it... Certain civic choices could have the same effect, such as slavery. perhaps a -1 culture globally throughout your culture. Although there are several types of slavery, so that may not be a universal application to the civic.
You can do that with a random event; with XML. Ask Dancing Hoskuld in one of his threads, I generally don't take random event requests.Bridge--I've been over at the Subdue Animals mod for RoM Thread, and came up w this.
Question: what would it take to compose some random Events which are tied specifically to hunter units and hunting lodge type buildings. The affect would be the discovery and collection of various animals. Fowl, small game, medium game. etc. These events would pop up as a hunter passes by, regularly, and 'temporary' animal resources would appear on the spot. The duration of the animal resource would not be revealed, only that it is there, it increases trade and food and possibly production on the tile when worked. But sooner or later, it disappears. Petered out. Used up. Or migrated. Many animals follow such patterns, and in modern times we work to make the habitate inviting to such animals, to prolong the game's presence in that location.
EDIT-They would be a fully workable, fully tradeable resource while they last.
I don't know how to do random events either. If I did there would be plagues of locusts. I have the unit I just can't get them to appear in game!You can do that with a random event; with XML. Ask Dancing Hoskuld in one of his threads, I generally don't take random event requests.
I don't know how to do random events either. If I did there would be plagues of locusts. I have the unit I just can't get them to appear in game!