Units have "stay by hand" switch (next at movement buttons), it looks like you have it enabled.Hey.
I despaire. After a long time I install civ4 BTS and get the c2c mod 38.5
So far so good, but i can't attack any animal and they didn't attack me. Whats going on, is this right?
Looks like scenario is corrupt - green men shouldn't discover nature wonders.This is only if I use the sealth option or not (attack without warning) and ehhh hide game (I have the german translation, so i didnt know this correct in english :-0 )
I use this opinion one time before but didnt use it in the current game.
I didnt can chance something like this behind the walking button. So babars i can a attack. Bears didnt harm me. And the "green men" discover nature wonders and Is the civ that knows at first that the earth is round.
Maybe its a bug?
Replace last 10 entries with this, so there aren't green man entries or like that.I made "Own Game" and chose there what i whanted to play.
That sound good...how can i cleanup my scenario/own game?
BeginPlayer
Team=40
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=41
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=42
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=43
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=44
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=45
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=46
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=47
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=48
LeaderType=NONE
CivType=NONE
EndPlayer
BeginPlayer
Team=49
LeaderType=NONE
CivType=NONE
EndPlayer
There is no need to if you are generating new map.Okay...where do I write that codes? I try it to make it in the Mask where i can start the game to fill all Enemys and then switch them off. That didnt work .
Would need to see a save to see how this happens.There are two animals in the city, and a stack of three in an adjacent tile. The first hunter kills those in the city. At that point, the other stack disappear. They reappear precisely when he finishes his movement.
The second hunter attacks the stack, but they disappear during his attack move. When do they reappear? You guessed it: The moment he is out of moves.
I was afraid you'd say that...Would need to see a save to see how this happens.
k I'll take a look soon.I was afraid you'd say that...
The easiest way to find the animals is in Military Advisor, Location sort, Domestic City and Territory, under the third Green Man (harmless animals).
The first hunter I used is 4 east and 1 south of the dart frog city, which is what he attacked. He needs 3 moves because he had moves left after the two dart frogs, so he might need Enhanced March or whatever. When the snakes disappeared, I moved him back east towards his start position.
The second hunter is 6 north and 1 east of the same city Bubastis. I think he also needs Enhanced March. Assuming the snakes have reappeared for you, right-click on them to attack. For me they disappeared during that attack approach. I moved back two tiles north where I ran out of moves, and that was when they reappeared.
I think @Dancing Hoskuld could adjust something here, so slavery isn't that evil.I just noticed that I should have had (crucible) steel since Medieval or Renaissance, but the smelter requires slavery to have been abolished. That's very annoying. I'm going to change that locally immediately as I find the mod literally unplayable knowing that.
Thanks - I hope somebody can because I can't find it in the xml for either building.I think @Dancing Hoskuld could adjust something here, so slavery isn't that evil.
I just noticed that I should have had (crucible) steel since Medieval or Renaissance, but the smelter requires slavery to have been abolished. That's very annoying. I'm going to change that locally immediately as I find the mod literally unplayable knowing that.
I think @Dancing Hoskuld could adjust something here, so slavery isn't that evil.
I'm guessing you believe that slavery is too beneficial from either a gameplay or realism perspective, if those buildings remain available (all the mills and the Treadmill Crane are also deactivated, and none of those make any sense either). To me, it is just too unrealistic to consider, however good the reasons are otherwise.That restriction is not in the base mod, or at least it shouldn't, it is part of the Slavery mod. And yes slavery should be that evil. If you don't want the restriction then turn off Slavery and don't have the benefits either.