Lachlan
Great Builder of Civs !
Can you add a world map for more of fun ?
darkedone02 said:getting pythlon errors after i downloaded your patch, the newest one that you released.
Traceback (most recent call last):
File "CivScreensInterface", Line 563, In handleInput
File "PLEMainInterface", line 4991, in handleInput
File "PLEMainInterface", line 481, In getPlotListButtonName
File "MonkeyTools", line 495, in BAit
AttributeError:'module' object has no attribute 'getEventManager'
Edit: sorry for double posting, it seems tab made me mess up.
Knightfall68 said:This looks like an excellent mod, the kind I have been waiting for. (I like Sevo and Total Realism too), but this one looks to change the game in a much more profound way that I am looking forward to.
Started a new game this morning, huge Pangaea, 11 civs I think. Bad start. I quickly got boxed in on a corner of the continent. So I am going to try to mass-produce those warriors to get some more land and cities.
One question, what are all those little button/icons in the bottom middle above where you give your unit orders? Looks like there is a health symbol, etc....anyone have a legend for using these?
Thanks much.
Dedelph said:Sorry doesn't work with me (v. 1.07 patch 1.61), may be because I use french localized version??? I get no text in the starting screens too bad seems to be a good mod
Agent 009 said:Hmm... Are you getting no text on the main menu or is it just in the civilopedia?
Dedelph said:I get no text in the main menu and at the beginning of the game. I get the leaderhead and lots of ,,,;<;;;
I didn't go further
Nasty64 said:Hello,
I just got this mod and have a couple of questions:
- where to you put the Python patch?
- when trying to load the mod, it gets lots of xml errors. Any ideas?
thanks...
Joker420 said:Love the concept, games definitely go by to fast. Way too many turns for techs early in the game though. Other than that, very good.
The reason I think your mod is bad is thisAgent 009 said:Yeah I had another method in mind that is currently untested. The method would be a tier based tech system based on the Y co-ords, and the point would increase exponentially each following tier.
Example:
1. 10 000
2. 20 518
3. 34 775
4. 52 771
5. 74 507
6. 99 982
7. 118 437
8. 138 429
9. 159 984
10. 183 098
11. 207 771
12. 234 004
13. 261 796
14. 291 146
15. 322 056
16. 354 524
17. 388 552
18. 424 139
19. 461 285
20. 500 000
Basically the first row of techs would be 10000 pts, and the future tech would be 500000 pts. These numbers I could cut down by 50% and also have adjusted percentages for the various game speeds, but the best part is it would make the earlier tech easier to research.
Let me know if you guys think this is a good idea.