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steamapps\workshop\content\289070\2121840605
Improved Movement Data.sql
--UPDATE Routes SET MovementCost=0.25, PrereqEra='ERA_FUTURE' WHERE RouteType='ROUTE_RAILROAD';
--INSERT OR REPLACE INTO Routes_XP2 (RouteType, BuildWithUnitChargeCost, BuildOnlyWithUnit, PrereqTech) VALUES ('ROUTE_RAILROAD', 1, 0, NULL);
--DELETE FROM Route_ResourceCosts WHERE RouteType='ROUTE_RAILROAD';
Improved Movement Text.sql
('en_US', 'LOC_ROUTE_RAILROAD_NAME' , 'Railroad'),
With that said, I REALLY appreciate all the work you did for this mod. Made combat actually fun for me in CIV.
Otherwise, I've enjoyed your Mods and find that I agree with most of your additions and changes. Keep up the good work!
I just made the "true" result match the "false" result so it does a normal move either way.
Until the LoadOrder is fixed, any new Ranged, Siege, Light Cav, Heavy Cav, Naval Ranged, or Naval Raider classed units added by JNR's mod will retain the base Land Combat or Naval Combat movement classes.
Released.
Contains just the unit stacking portion with none of the movement buffs.
Converting RR to become the final tier of regular roads allows for an even progression of upgrades from the ancient era to the future era. "Smart Road" is just a name I came up with to represent this future era tech. Fully autonomous driver-less cars are just around the corner and I'm sure our roadways will change to accommodate them. It bugs me that I couldn't change the road overlay, but it's only a cosmetic issue and I rarely make it to the future era anyway.
I've been meaning to upload a stripped down mod that only contains the unit stacking portion. I always found some excuse to put it off until later. I imagine it might prove popular.
"Railroads now work like all other roads and have been renamed Smart Road."
Why change the Railroads and even rename it? This is kinda imersion breaking, what is a "smart road" in real life?
The unit stacking by this mod is great, it's the only one that works, but sadly i can't use this mod because of the railroad changes =( I wish the 3 features by this mod was separate from each other, can i edit this within the files? Thank you!
This is the mod I didn't know I needed until I saw it, a friend of mine, however, loves Steel and Thunder, so I asked if it was compatible so I could use it with him.
After some testing I narrowed it down to having a Combat value greater than 0. I tried giving Settlers a combat strength of 1 but it didn't work out too well, there were a number of issues.
Didn't know that you have such a deep knowledge in lua-scripting.
Fixed broken Map Search functionality.
Added German text translation.
Looks like I can add references to my new Formation Classes to MapSearchPanel.lua and it clears up the error. I'll work on an update soon.
I found out that this mod breaks the map search, because that tool cannot handle changed formation classes.
Would be nice if you could consider to implement that information into the mod description.
It will break as soon as you did build a warrior and a scout.
That information was also given from the modder of "Map Search Extension"-Mod
You can download it from my OneDrive Link here:
https://1drv.ms/u/s!Ah67PnZDpIHViivsDxbWlhq-HiqR?e=h1Br5z
Reduced unit adjacency bonuses from Flanking, Support, etc.. to balance the increased unit density from stacking.
Railroads now work like all other roads and have been renamed Smart Road.
Increased movement rate over roads, roads now upgrade at every odd era level.