[quote who="thisisretarded" reply="9" id="2765418"] i certainly never accused anyone of cheating. i just implied that it was stupid. also that accusing the AI of "cheating" was stupid. and that any concern of these incredibly weak units giving the ai any sort of advantage is stupid. now i can add that claiming that it makes no sense is...stupid. because it is an entirely needed component for the whole "dynasty" thingy. .
Heavenfall
Smells like a case of not being able to overwrite the type properly. We can add or alter tags, but how do we remove them?
Yes, welcome to MOD land, thisisretarded. Where we try to CHEAT AS MUCH AS POSSIBLE and then FORCE EVERYONE TO USE IT. Or maybe we try to alter things that make no sense, to make a better game for those that want it. It's one of those, at any rate.
Nice claws! But how do they look in-game?
One suggestion. The land in the official maps is already painted (desert/winter/grassland/swamp/evil/and so on) Would it be possible to include such areas in the program? Right now, it's basically just a huge world that is barren, and it only comes alive with different types of terrain when the civs start expanding. It looks a bit bland in the beginning!
Did you try to change the of the spouses in coreunits?
I also agree with other posters, it is more important to have a functional multiplayer, than a balanced multiplayer.
1) It's not available yet 2) I seriously doubt distribution of our code will be over impulse. Like, no way ever.
I'll remove it in the next release, if there is one. I've run out of errors, and I've started some serious work in another mod which makes me not see regular errors. So if you see a bug, please let me know (I don't have time to scour the forums looking for them).
That's why tags are so important. You'll never be able to describe mods, that can contain any variety of things, with categories. Tags can describe the contents without limiting it to a category.
I think the way they've split mods in the reactor makes it absolutely useless. It's useless because 95% of the mods released so far DO NOT FIT INTO EITHER CATEGORY. First, Maps - completely understandable, the only real category. Second - Tiles - wtf? Who's going to upload single tiles? Tiles aren't even end-user, so what is the point of using the reactor for that? There is NO point. Quests - Admirable, but I have my doubts. Will people be interested in
Stranger and stranger! Very nice screenshots.
I know how it SHOULD work, that's not what I'm asking. I'm asking if we can have it the way it should work, instead of what we have now. I'm not asking for much. Just search the subfolders.
GREAT mod man! Maybe you should put in the topic that you have new race/tileset? Now it looks like tutorial, but its tutorial+new race.
I have a question/request I would like to add. "Is it possible to let the game search through sub-folders in the mod folders when searching for xml files? Or is there any other way to put our mods in folders (beyond the basic ones) to prevent our files all ending up in the same place? For example, sinusgamma's new city tileset and raceconfig for a nordic kingdom has over 100 files in it. On its own, this is not a huge problem. But if I want to add 10 more races, and then delet
http://thedyinggrounds.com/Elemental/third.max
Civfreak, you should update the first post with the packfile thing. It's not obvious that the user has to read the comments to make it work. Also, you should probably mention the UV fix as well.
It's in the .rar on the previous page. *poke* edit: actually I reduced the blade by about 15% on this, but cba to take another screen
I don't know, try it out. If it's possible I will definitely do it.
LOL I can't believe they haven't fixed the AI sovereign suiciding... oh well, about 400 turns in your faction had slowly eaten up 2 other (major) factions and declared war on me! They were sending skellitons and braineaters, it was awesome.
I also have a request from a modder's perspective. I notice your filenames are all over the place. Since we're stuck with the folders we have, do you think it's possible that you could name your files in a way that we can properly identify which ones belong to the mod? For example, begin each filename with UndeadRising.
OMGOMGMOGOMGMOGM +1 this is some great work! And congrats on the first "real" race mod. Edit A question, I think a lot are curious about. How fleshed out is the tech tree?
Stardock still did multiplayer code for demigod, so they didn't just publish. Remember which part sucked? Despite months of beta testers telling them it wasn't ready, despite frogboy himself saying that anything less than 95% success rate was unacceptable (paraphrased)?
Yes, it's still the case. I've seen it in improvements and in abilitybonuses.