The Medmod VI for BNW

furthermore, is there a way to turn up the influence cost for acquisition of plots by cities while turning down the overall cost of policies?
 
came across this minimod with this little delicious bit of code, and im wondeirng how i can make it compatible with your mod. im still tinkering, and i might happen across the proper combination through sheer brute force of trial and error, and any help you could provide would be much appreciate:

<Building_PrereqBuildingClasses>
<Update>
<Where NumBuildingNeeded="-1"/>
<Set NumBuildingNeeded="0"/>
</Update>
</Building_PrereqBuildingClasses>

<Buildings>
<!--
Reference Table for adding new National Wonders:
- - - - - - - - - - - - - - - - - - - - - - - -
Classical: Cost = 50 NumCityCostMod = 50
Medieval: Cost = 100 NumCityCostMod = 60
Renaissance: Cost = 175 NumCityCostMod = 75
Industrial: Cost = 270 NumCityCostMod = 90
Modern: Cost = 395 NumCityCostMod = 105
- - - - - - - - - - - - - - - - - - - - - - - -
-->
<Update>
<Where Type="BUILDING_HEROIC_EPIC"/>
<Set Cost="50" NumCityCostMod="50"/>
</Update>
<Update>
<Where Type="BUILDING_NATIONAL_COLLEGE"/>
<Set Cost="50" NumCityCostMod="50"/>
</Update>
<Update>
<Where Type="BUILDING_NATIONAL_EPIC"/>
<Set Cost="50" NumCityCostMod="50"/>
</Update>
<Update>
<Where Type="BUILDING_CIRCUS_MAXIMUS"/>
<Set Cost="50" NumCityCostMod="50"/>
</Update>
<Update>
<Where Type="BUILDING_NATIONAL_TREASURY"/>
<Set Cost="100" NumCityCostMod="60"/>
</Update>
<Update>
<Where Type="BUILDING_IRONWORKS"/>
<Set Cost="100" NumCityCostMod="60"/>
</Update>
<Update>
<Where Type="BUILDING_GRAND_TEMPLE"/>
<Set Cost="100" NumCityCostMod="60"/>
</Update>
<Update>
<Where Type="BUILDING_OXFORD_UNIVERSITY"/>
<Set Cost="100" NumCityCostMod="60"/>
</Update>
<Update>
<Where Type="BUILDING_HERMITAGE"/>
<Set Cost="175" NumCityCostMod="75"/>
</Update>
<Update>
<Where Type="BUILDING_INTELLIGENCE_AGENCY"/>
<Set Cost="395" NumCityCostMod="105"/>
</Update>
</Buildings>
 
Playinf old version:

- Gunships is buggeg? I cant do meelee or ranged atack with this unit.
- Late game AI uses just ranged units and a flood of Anti-air units!
 
Playinf old version:

- Gunships is buggeg? I cant do meelee or ranged atack with this unit.
- Late game AI uses just ranged units and a flood of Anti-air units!

Gunships should be good. I haven't touched them in ages. Agree about the late game ai, but it's not the mod's fault. I've tried everything I know of to try and change its unit choices. Maybe you'll see some improvement with the latest edition of the mod.

Sorry about the late response, but I have been tending to my ailing mother for the last 10 days or so.
 
Update posted!

Another significant update this time around.
Zulu Impis now replace Swordsmen, and ignore terrain movement penalties. (I seem to recall this unit being screwed up last time as well. I really wish the guy who adds these units would learn a little more about them.) The Iron req. should also help limit the size of Shaka's armies.
Janissaries now replace Tercios correctly, and you now have to get Dragoons before getting Carabiniers.
The cost of later units, basically from Great War Infantry on up, has been increased by another 15 to 20 percent, since your production capacity expands so much in this period due to railroads and the like.
Brazil and France now have 50% longer GAs, since their civ bonuses are so lame.
Markets now add +2 gold, the era restriction to the Uffizi theming bonus has been removed, like I did for Broadway.
Brazilwood Camps have been buffed, and they and Chateaus gain the same bonuses as Trading Posts when enacting the Free Thought policy and completing the Commerce tree.
There are several changes to policies:
Wagon Trains add 5 gold to land trade routes, and the Commerce beginner now doubles base income from the capital city.
Hero of the People now increases GP growth rate by 40%.
Double Agents and Hero of the People are now level 2 tenets, while Party Leadership and Young Pioneers have been moved to level 1.
 
I really like the 3 tile stacks and the new added units which make epic games much more interesting (the slow tech development which I like now goes with more unit types), I agree with most unit combat balance changes and improvement/resource/forest changes. I honestly think this mod deserves more publicity and a fancy logo picture in the first post :). Keep up the great work, thank you sir.
 
BUG report:
1.When my two melee units are stacked on the same city tile.I can't control them to attack the surround enemy from the city.I have to let one get out off the city first,then the only one left can attack from the city.
2.Where is the garden?

Any way,I like this mod.:goodjob: Nice work!
 
Denmark Infantry sky is meelee atack but is an upgrande from ranged atack, and for denmark, there are 2 meelee gunpowder unit without ranged gunpowder unit for some techs. Infrantry sky must be ranged.
 
I like this mod. My first game was an easy win with the Shosone (those early promotions do wonders). But to my surprise the second game was a disappopintment. I was planning to use the Huns two UU's early on, but neither the battering ram nor the Horse Archer was available or even listed in the tech tree where they should be (bronze workings and mathematics). Any explanation?
 
very minor error, but longbowman in the civilopedia says that it becomes obselete with rifling, but musketmen are shown. also, in gunpowder's units unlocked page in the civilopedia, two tercios are shown.

loving this mod though! one of the best i've seen.
 
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