And if people want to tell me i'm rude, don't. I know i am.
I won't tell you you're rude, just really cranky.
I've never noticed anything referred to as a "Barbarian Nomad", which is why I asked about it. Horse Archer, yes. Nomad? Never.
And if people want to tell me i'm rude, don't. I know i am.
Well, at least you didn't backfire...I won't tell you you're rude, just really cranky.
I generally play and playtest with the Start as Minors game option, and didn't realize how early these units start spawning otherwise.
Thanks for the explanation.Barbarian Nomad uses the same string as the default UNIT_HORSE_ARCHER and is a UU for the barbarians for chariots (this was done for compatibility issues with BtS). Probably the best way to fix your issue with the unit wol't be to change the unit strength. Rather I'd remove the free tech TECH_ANIMAL_HUSBANDRY that the barbs get (check the civilizationsInfos file)... I didn't realize how early these units start spawning otherwise. Again though, I don't think the unit is OP or messes things up, just barbs probably shouldn't get that tech for free at game start. Thanks for bringing this up morchuflex, helps me to correct it.
And is it me or.....
<iCombat>3</iCombat>
<iCombatLimit>100</iCombatLimit>
A max of 100 strength is high, VERY high.
Does it ever happen that a unit like this can get 100 strength????
I'll phrase the MG issue another way. If you're playing this mod now, I apreciate it, and you can certainly help balancing issues by giving advice. The unit strength in the late game is not going to change, it's well balanced and I like the behavior I see in AI v AI games. If you have an issue that you think needs a solution revolving around the machine gun, you're going to need to tackle this from the perspective of the tech tree. I'm certainly open to moving unit pre req techs around a bit, if the suggesting sounds good and makes sense. But unit strengths are pretty much fixed at this point. Remember we are pretty much at the 0.9.8 and a half stage, and 1.0 isn't too far off.
You're misunderstanding the purpose of iCombatLimit.
Hello; downloaded and installed this mod this morning into 3.19 and now all units are invisible. Everything appears as normal except that no units at all are visible--they can be selected if you know where they are, but that's it, both in this mod, and in my save games from other mods and vanilla, even after uninstalling LoR.
Anyone have any suggestion other than uninstalling/reinstalling the whole game?
u probably have switche the clear map toggle on, its on the bottom right, one of the switches, its for seeing the landscape and citys only
In any case, I'm having alot of fun I'll let you know when some annoyance comes up. BTW any easy way for a noob modder to include units omitted from the Wolfshanze mod?
For adding new units, you should follow Sovarin's excellent tutorial. It's the first modding I did for civ4:
Tutorial: How to add new units to civ4
It's a straightfoward and simple tutorial; doesn't take any computer knowledge to do, you just need to understand the basics of reading and writing, no code involved. Some people see the XML structure and throw up their hands and claim they "don't get it", but it's a farce, it's no more difficult to understand then the information contained in forum posts and other written material; there is no computer coding involved. It takes between an hour and two hours to get through though, and to get a new unit in the game and working, as it's a new thing you need to learn how to do. Following Sovarin's guide is the best and easiest way to learn how to add in units, I can't think of any better way to describe the process.