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Oh, and BTW, there is a typo in the Civilopedia text. I think it's in the third or fourth section (the one with the name starting with "C"), third paragraph, first sentence, you say something like "the Romans still saw them as a thread." That should probably be "threat."
-CiD compatibility
-Minor fix to the lua, should still work with the previous version (69) saves.
You might be interested in checking out Leugi's new Olmec civilization for BNW!
-Compatability update for the CiD and Future Worlds mods.
If you need the previous version, 68, to continue a save, a download link is at the bottom of the description.
-Fixed a minor typo in the lua which could rarely cause problems for an AI Garamantes.
Should still work with the previous version's saves.
I’ve just updated my Benin (BNW) mod with new art by the amazing Janboruta! Please check it out!
Shang (Brave New World)
The Kuikuro (BNW)
A canal improvement is tricky as the game engine doesn't really support any form of "land walk" for naval units (though does support water walking for land units). The closest way (without editing the DLL base code) would be to use lua to turn a land tile into coast when the improvement is built and then also allow land units to walk on that tile of coast. But this might cause some graphic issues.
I hope you understand the short version :)
P.S. How can I create an improvment mod like fogarra? I'd like to try to add the (in)famous canal improvement. I've searched for tutorials for modding improvments, but didn't find one. I can use IGE and create coast tiles, but...I feel I should work 20 turns and spend lots of gold for maintenance of 1 canal tile.
5 restarts and I've got finally desert 2 tiles away from spawn, so I moved my settler 1 tile. Should be desert biased.
Communitas does not spawn large areas of desert, like vanilla random maps. Full of rivers, also. I guess it’s better using 3 billion age and low rainfall.
No fogarra used. Starting location had only 5 desert tiles, 4 of them hills, improved with mines, of course :) Only 3 flood plains near my second city. I got Petra in Capital (yeah...Prince), and lots of plains and grassland also.
Workers got faster to improvement locations near cities. Only Gustav on continent, so no need for faster military.
Units with bonus movement stop after 1 move point is spent. Need to chose destination again Probably because dynamic bonus.
Got several crashes on load and exit (Communitas, Gibraltar, Krakatoa, Civ 4 traits, Enlightment). I will start a new game, only with Garamantes mod.
And finally: thank you. Great job.
-minor bug fix, should still be compatible with v 61 saves.
-Fixed another instance where the UU might not get double moves on desert (otherwise no gameplay changes).
If you need the previous version, 60, to continue a save, a download link is at the bottom of the description.
-Fixed a bug where sometimes the Plumed Nomad would not have double moves on desert.
If you need the previous version, 59, to continue a save, a download link is at the bottom of the description.
- Hopefully, I've fixed the free worker bug
- Based on feedback, the UA now only grants fresh water to cities settled on hill tiles
- Adjusted the decisions for the E&D mod
If you need the previous version (v. 56) to continue a save, a download link is at the bottom of the description.
I'm really glad to hear you enjoy the civ. One of my favorite things about the Civ series is also occasionally learning something new, which is why I especially love fan mods. Ancient Libya is a personal favorite of mine, so I am happy that I was able to share some knowledge regarding it.
My decision to limit the UU was mainly because I was afraid the AI could potentially swarm the map with a unit that requires no maintenance and ignores borders, which could become a huge inconvience just in terms of moving around. If you think the limit is currently too low, I'd be happy to adjust it in a future update
PS. I'm a bit of a world history nerd and hadn't even heard about this civ until this mod. Googled them since and there isn't like a ton of info out there but what I've read was interesting. I like it when I learn something new while screwing around on Civ. It makes all those endless hours of play seem a lot more worthwhile.
-Minor copy-editing and decision adjustment. Should have no impact on existing games.
Mod overhaul with new art and abilities. The previous version is linked at the bottom of the description for those who need to continue a save game or want to play with the last build.
-Mod compatability update
-Cleaned up the DoM text
Xia - Erlitou (Brave New World)
The UU's promotion is done through the XML (meaning it uses the base game mechanics and not rules I had to code in myself) so it should work the same as the Ski Infantry's double movement on snow and tundra tiles. I'm not sure what would cause this to misfire but it'd have to be a flaw in the game itself not the mod. I'll look into it and see if I can't program my own fix. Thanks.
If you need the previous version (44) to continue a save, a download link is at the bottom of the description.
they mostly appeared every turn, one per turn, but one turn about seven of them appeared at once, so i decided, why the hell not? And conquered Egypt in about 2 turns. Same with Sweden later, needless to say it was a blast, but it felt very cheaty so i deleted the save