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<Buildings>
<Delete BuildingType="BUILDING_3UC_TEXTILE"/>
</Buildings>
It'd be okay to have a horseman UU be available in a tech other than horsemanship immersion-wise because we're assuming the huns already somewhat mastered it earlier with the wheel (horse archers duh), and a more sophisticated version of it came out after they found out how to make iron - real hunnic horsemen happened to wear mail, and also wielded lances along with their comp bows. They also came into Europe around the end of the classical age and Roman rule - so it'd make sense for it to show up early enough in the classical era to be used but late enough not to be 10 turns of research away from just unlocking horse archers.
Apart from this, your mods are amazing!
How about make a homage to the best cavalry in medieval Europe, the French Cavalry?
Sugestion 2: Remove the Totem to the Shoshone and add it to the Iroquois. Add the border expansion on it, remove the production yeld and add a 1 food yeld instead.
Different policies are built different ways. It is not a feature of my mod, and I would change it if I could because it would make balancing stuff simpler. The issue is that the Tradition finisher policy awards you a free building in your first four cities, and it apparently (through testing it to fix this issue) chooses the building to give you by grabbing the lowest-era building with a food carry bonus. That's frustrating and means I've got to work around it by changing the Sewer and by lowering the benefits of the Cistern, but I would need a DLL edit to change how that policy works because it's using a hardcoded function.
I'm very glad to hear that the free culture building policy is working correctly for these uniques. I actually hadn't tried that and I'm happy that it is functioning for mod-added stuff. I suppose I was mistaken about other policies working this way.
When you say that policies are supposed to give you the base building instead of a civ's unique building do you mean that that's a feature of your mod?
I've played a ton of unmodded games as Ethiopia and the legalism policy from the tradition tree has always given me a stele, not a monument and in my modded Shoshone game I received totem poles and couldn't build monuments on top of them the way I could with aqueducts and sewers.
I'm pretty sure policies are supposed to give the unique building, but since steles are the only building in the base game effected by this I can't say for sure.
Also, I didn't mention it last time but great work on this mod. I had fun playing Iroquois for probably the first time ever :)
--V
Good to hear it isn't just this mod, though. I've tried and I couldn't replicate what you were describing. If you're seeing this with other mods, try having Steam check your files (game properties, -> local files -> verify integrity of game cache) to see if that helps. It sounds like it could be an issue with your install, which can rarely become corrupted.
I'll look into this. I have tested this by itself, with 3UC and 4UC, and with several other mods. I haven't see this behavior, but I can look into this. What other details can you provide me? This sounds really strange. Which DLC and expansions do you have?
BTW, your mod did show up in the screen after mods selection, but is always listed at the very bottom of the list (I was using too much mods to see it), but it should be listed in alphabetical
I don't have EUI installed, and every other mod (including 3UC and 4UC) seems to work fine
so all good
therefore i can understand why the german barack replacement might not work (unique knight/UA are working fine), however i do not know why babylons monument replacement is not giving me a scientist points.
i hope u can help me, thanks in advance great mod :)
Thus mod doesn't touch tech trees, so it isn't doing that. I'd actually be surprised if this could even conflict with another mod to cause that issue, because again, this doesn't touch tech trees at all. Check what else you're running.