blazekid87
Warlord
Just delete the Civilizations/Civ_Spain.xml file. All data for spain is in there and you dont have to change any other code. Ok well maybe you also have to delete Isabella from the Leaders/CIV5Leader_Isabella.xml
Yess! i have always wanted an earlier age mod-if I had my way you would start in 10000bc.
YEAH!
Could you change the standart warrior model?
Maybe to the barbarian's brute? or at least one version of them?
Because I thin that the warriors look like workers right now, and their classic/egypt/greek look just doesn't fit.
And even worse for prehistoric ages.
They should wear pelts and stuff, just like the Brutes!
Thats sorta what I was going for. Maybe even further but I did not want to make the beginning too boring to the point that no one will want to play it anyway. lol I think I already removed too many things from the start and you usually end up starting with two scouts.Yess! i have always wanted an earlier age mod-if I had my way you would start in 10000bc.
Yess! i have always wanted an earlier age mod-if I had my way you would start in 10000bc.
What about a building like in Civ 2 which would add one hammer by water hexe ?
No though about this ?
Hydroplant ? Sorry i still not arrived to its epoch in game...
Been using your mod on a few games and i definitly like it.
There are a few things that aren't ideal for gameplay however. First off, you start with a scout. On a pangea map this means you'll have explored almost everything by the time you hit the classical era. On continents your scouts be useless by the time you hit ancient. This might not be so true for quick or standard speed, but on epic it's definitly a problem.
Another problem is the lack of production choices early on. You can either build more scouts, which you won't need that many off really. Or settlers, which you definitly don't need this early.
I think it would be an idea to make the scout available through teching, and possibly the same for settlers. As an alternative your cavemen unit seems like a good idea (especially because his 1 movement won't make him a good scout). I'd also add at least one building. Possibly something like cave paintings, which will give you one culture (and maybe extra science with archeology).
This way you're forced to make some early game choices. Wheter you want to upgrade your cavemen to warriors, tech towards scouts or workers or settlers. Different start situations would favor different tech choices. For example if there's a ideal spot nearby going for the tech that makes settlers available is the way go. If there's barbs close you want to tech for warrior and if there isn't much of interest scouts are the way to go.
Lol, you used the caveman from the Geico commercials for the Language picture!
I approve. Love this mod so far.
how are the updates handled with this steam-software?
are they automatically, and can i resume my safegame?
or do i have to do something?
Hello, I just downloaded this mod and so far it is great! But there is a bug. The new "Wood" resource spawned on a non-forested tile in one of my games, and when I could reach it, I couldn't harvest it because well, it wasn't on a forested tile. Nothing major but just thought I'd report it.