Hello
I've noticed that the number of unit available with each tech might be hard-coded. I added a whole bunch of alternatives to the Knight (horse archer, mameluke, paladin, etc., etc.). I just added the units and icons to the units_32.pcx file: didn't change any of the pedia stuff. Now, when viewing the science advisor for the middle age, the game crashes to the desktop with the message
"CivilizationIII.exe has generated errors and will be closed by windows. You will need to restart the program"
You see, not only have modders created lots of knight-alternatives: there's also a whole heap of WWII tanks, all available with Motorized Transportation as an alternative to the standard Tank. The ultimate goal being that every civ has it's own knight/tank/fighter/bomber/whatever. If, as I suspect, the number of units available with each tech is hard-coded, that plan is buggered.
Does anyone from Firaxis feel like commenting on this? Will this issue be fixed in the June (July? August?) patch?
I've noticed that the number of unit available with each tech might be hard-coded. I added a whole bunch of alternatives to the Knight (horse archer, mameluke, paladin, etc., etc.). I just added the units and icons to the units_32.pcx file: didn't change any of the pedia stuff. Now, when viewing the science advisor for the middle age, the game crashes to the desktop with the message
"CivilizationIII.exe has generated errors and will be closed by windows. You will need to restart the program"
You see, not only have modders created lots of knight-alternatives: there's also a whole heap of WWII tanks, all available with Motorized Transportation as an alternative to the standard Tank. The ultimate goal being that every civ has it's own knight/tank/fighter/bomber/whatever. If, as I suspect, the number of units available with each tech is hard-coded, that plan is buggered.
Does anyone from Firaxis feel like commenting on this? Will this issue be fixed in the June (July? August?) patch?
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