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Well i can deal with them, but the AI cant...i tried removing them from alphax.txt but that breaks the game...
;; First item is file name, second item is search key.; These should always be the same except for debugging purposes.;#FACTIONSGAIANS, GAIANSHIVE, HIVEUNIV, UNIVMORGAN, MORGANSPARTANS, SPARTANSBELIEVE, BELIEVEPEACE, PEACE;; First item is file name, second item is search key.; These should always be the same except for debugging purposes.;#NEWFACTIONSBUXPINK, BUXPINKBUXORANGE, BUXORANGEBUXYELLOW, BUXYELLOWBUXGREEN, BUXGREENBUXAZURE, BUXAZUREBUXVIOLET, BUXVIOLETBUXBROWN, BUXBROWN;; These are factions you want included in the startup list.; These may also be chosen when a random faction is selected.; First item is file name, second item is search key.; These should always be the same except for debugging purposes.;#CUSTOMFACTIONSVALARIN, VALARINHIGHELVEN, HIGHELVENGREYELVEN, GREYELVENDARKELVEN, DARKELVENDWARVES, DWARVESNUMENOREAN, NUMENOREANMENREALM, MENREALM
I just removed usurpers and caretakers....do i need to replace them with placeholders?
What do i replace them with if i dont want custom factions to show up when using random factions? Will it work if i replace them with existing factions (e.g. 2x gaians)?
Thanks. A question about the alien faction setting in the faction editor : Im guessing thats what controls the extra colony pod, starting battle ogre and the free resonance 3 armor? I removed the extra techs from the alien factions, but i noticed they could still build res 3 armor units at the start for some reason...