SLower Tech + other balances mod.

Calvery upgrades to gunships... Historically correct... Calvery was around during WWII, and during Korea and Vietnam, the American Calvery Units became the Air Calvery Units, for fast attacks and support. Calvery to tanks is just to much of an overpowering upgrade for me. Now if there was a light tank, fast and nimble, to upgrade calvery to, then I would go for that.
 
Sorry, but I'm not interested in historically correct when it fouls the AI up so completely and makes the game less fun. All the AI's cavelry is dead and gone by the time gunships show up. And the AI has to play catch-up with building tanks. It becomes a push over since the AI (at ALL diff. levels) gets to upgrade at about 30% of cost and apparently depends on this in order to keep pace (check out the handicap.xml).

wenamon:
read through this thread- in an earlier post a link that solves that problem. It isn't the mod's fault- it is how CIV IV handles resources and files...
 
Dearmad said:
To all:
If you want JUST the time changes. Install only the gamespeed.xml file. What could be simpler?

Thanks for that info Dearmad! Much appreciated!:D
 
Dearmad - Can you point in the right direction on where to change the cottage tech back to where it was? I find I have no gold without them!
 
wenamon said:
im having a problem with this mod. I cant seem to load a saved game. I get an error message saying thtat the mod directory isnt a valid mod. I have double checked to make sure I installed it in the MODS folder. I can start a new game no problem. Any idea what could be causing this?

Place the MOD in CIV's MOD directory (like other bundle MODs), but not the My document's MOD directory.
 
thanks dearmab and bebear. Unfortunately, my game that I had already started is lost because it is looking for the mod file in the my documents mods folder I guess. Oh well, guess I can start again. Mod is playing really well tho

Does anyone have an answer for my labelling terrain inquiry?

For instance, labelling a desert tile "Qin's Foley"? would make for a more interesting game!

[/I]
 
Yeah some things are in strange places until you get familiar with them.

be carefulin that one- there are two places where you can affect the tech required- one place defines when you can do it, but then another defines when you can do it to specific terrain features... which is good for making detailed changes, but not good for making quick universal changes.
 
Heh. I found out the hard way. I can build cottages on clear land now, but have to clear forest first then the cottage. It doesn't affect me one way or another so I'm not worried about it.

FYI - You mod's tempo mixed with Alex's uniques make for some awesome Middle Age warfare. Absolutely perfect for me since once gunpowder gets introduced I could care less.
 
You will have a HUGE penalilty, if your starting location is in a jungle, and you are surrounded by it. I tried it, me and my fellows on the same continent was something like 15 techs behind all other civs without jungle(maybe even more). If you can't shop jungle before biology, you have too give jungle tiles more value, otherwise the game will be too hard.
 
hello all,
I just played this mod, it's nice.
The problem was that I got cavalary before knight -> something in the tech tree doesn't add up.
 
I don't think that you have to research Guilds to get Military Tradition - so it's "normal" to be able to get Cavalry first (even though it's a bad decision to do it that way).
 
The problem is that the AI didn't study Military Tradition in time... that means an unfair advantage to Human player when playing against AI.
It's not really though to conquare when you have unit with 15 & the player defend with 6.
 
concerning cavalry\gunship\tank relations...

cavalry was last used in ww2. the beginning of ww2. helicopters came around during the cold war, less than 20 years later (effective combat helicopters).
there were actually cases of cavalry troops put right into helicopters (according to apocalypse now :p ) so the upgrade is not at all senseless.
 
Dragon67 said:
You will have a HUGE penalilty, if your starting location is in a jungle, and you are surrounded by it. I tried it, me and my fellows on the same continent was something like 15 techs behind all other civs without jungle(maybe even more). If you can't shop jungle before biology, you have too give jungle tiles more value, otherwise the game will be too hard.
That calls for a tweak indeed, it will ruin gameplay in a different way otherwise: the AI starting near jungle will be eradicated before you discover him. Perhaps a shield bonus for jungle on hills and a food bonus for jungle in general. There are so many creatures living in the jungle, right?!
 
Having played on a random map and ending up with quite a bit of jungle around me I have to agree that clearing jungle comes too late in the tech tree.
 
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