Sid Meier's Civilization VI

Sid Meier's Civilization VI

TCS Improved Forts and Engineers
35 条留言
Watchdog 2024 年 4 月 27 日 下午 6:57 
It seems that this mod is broken on Gathering Storm. The game will not load at all. I have only this mod installed. Vanilla and Rise and Fall both work fine, but starting a new game with Gathering Storm causes an error when loading that boots the player back to the main menu.
MarsEco 2020 年 9 月 14 日 下午 6:39 
Any update coming to this mod with Vampire Castles being added and updating in general?
HerpBrownstainz 2020 年 4 月 28 日 下午 7:27 
Hey @thecrazyscotsman

Just like someone suggested below, is it possible to make it so your mod also gives forts the ability to claim territory around them like the mod "Strategic Forts" by TC.

Apart from that i love the buffs and all your addons in general.
MarsEco 2020 年 4 月 14 日 下午 12:16 
P.S. Just a couple more things, lmao, like it wasn't enough to read already (idea comes from an outdated mod)

- All Forts: Fort, Roman Fort, Alcazar, Pa, (Great Wall) can be built on forests and jungle tiles.

- A Ranged Unit's Garrison promotion fix, that (+10 Combat Strength when occupying a District, Fort or Roman Fort) now applies ('works') to/with Alcazar and the Great Wall improvements. (Chateau, as well, if you add my suggestion for a Defensive Buff to the Tile Improvement.) No idea, but i assume it works with Pa already.

- Great Wall's "can only be built on the current border" restriction deleted, could be cool, but not necessary.
MarsEco 2020 年 4 月 13 日 下午 5:44 
1.] Request: Can you add Jungles to the list of tiles features that Great Walls can be placed on? It makes more sense imo, than Flood Plains, as they were in wooded areas. (Personally, it think with Flood Plains with yields and the river (for combat penalties), is too good with the Great Wall, same reason you can't place normal or Roman forts on Floodplains, but it's your call. Just make it universally on Floodplains for other Def. Imp. too.)
MarsEco 2020 年 4 月 13 日 下午 5:44 
2.] Question/Suggestion: Does Alhambra have the same healing, +1 sight, and hidden units revealed as a normal defensive improvement? I see no description in-game that it does. If not, I would add it, and remove the +2 Amenity (as you would add the full Defensive Fortification bonuses you added (+2 extra Def Str), plus the extra Charges, and already the +1 Mili. Slot/+2 Great Gen. Pts.)

3a.] Request: Give Chateau's a bonus '1 free level of fortification' & '+2 strength' (no sight or healing or hidden unit reveals.) You could also give them a .5 housing bonus, i would think it appropriate. (I could give a list of reasons why i think chateaus are a Def Imp.)

3b.] Request: Alcazar's get a +1 Culture added at Military Science. (Makes sense as a Tourist attraction later in the game, and you can't spam them like other improvements as they cannot be adjacent to one another, so a total of +3 culture and +2/3 Science seems fairer and more flexible for Victory Styles.
MarsEco 2020 年 4 月 13 日 下午 5:44 
4.] Compliment: (Love the fact this does not culture bomb tiles.)

5.] Comment/Suggestion: In my opinion, 4 charges (Mili. Eng.) feels like a lot, (6 with Alhambra), maybe it should go back to 3, equal to base builder charges (still much better than 2.) Then you could add +1 charge (up to 2) for Legions for their Roman Forts and +1 (up to 2) for Poas for their Pa's too!

6.] Comment: Maybe a more specific detail of the healing and sight range bonus in the description of the fort/Roman Fort/Alcazar/Great Wall/Pa (if added, Chateau/Alhambra too) in-game.

7.] Request: If I am wishlisting (based on game balance), I would move the ability to make forts at Castles, as Siege Tactics feel too late. Besides, early game forts are the only useful ones anyways. I.E. Legion's, Toa's, and the early Suzerain of Granada. (That the census from players at multiple skill levels.)
MarsEco 2020 年 4 月 13 日 下午 5:43 
8.] Request: Another wishlisting item, allow these improvement to be built on Volcanic Soil (flat/hills), as well: Pa (just Hills not Flatland), Monastery, Mission, Kurgan (just Flatland not Hills, if you don't buff them), and Alcazar. {I checked the rest of the relevant improvements, just these, Chateaus don't belong on them.}

9.] Comment/Request: I've kept my suggestions, comments, request to your mods privy being Military Engineers and Defensive Improvements (especially Alhambra.) That being said, an adjacent type of improvement are be burial improvements (especially Terracotta Army). Specifically Cahokia Mounds and Kurgans (yes, Nubian Pyramids, but those are fine.)
Cont... Kurgans are the worst improvement in the game, and no one has made a mod fixing them. Where as Cahokia Mounds are amazing (Housings, Amenities, Gold, & Food + they can go on Floodplains.)
MarsEco 2020 年 4 月 13 日 下午 5:43 
Cont... 1st, Kurgans on Floodplains would wash away (mounds don't), so allow them on Hills (no forests/jungles). 2nd, give them workable yields by giving the base yields a bonus +1 production (with the +1 gold and +1 faith,) especially if you won't let them be built on hills. 3rd, the extra gold at Capitalism is far too late move it up to Nationalism. Even +1 gold @ Castle would be appropriate, in addition. So you could get +4 gold, a 3 or 4 food/production tile, with a couple of faith. (Comparing to Cahokia you are still at this new point, trading a couple faith for 2 housing and 2 amenities per city at least.) 4th, at Construction, let the Kurgans earn +1 faith from adjacent Camps too. 5th and finally, this is optional imo, but you could do at Flight, get Tourism from Faith from Kurgans as a way to play Scythia as a Domination Civ, a Faith Dominating Civ, or a Culturally Faith based Civ. They need a tad bit more variety.
HeyNongMer 2020 年 1 月 10 日 上午 7:52 
Does this conflict with Wondrous Wonders regarding Alhambra?
Sammaye 2019 年 8 月 10 日 上午 12:43 
Would be nice to get border expansion with this, TC strat forts mod breaks my game and it isn't really maintained anymore.
macluk 2019 年 6 月 20 日 上午 2:38 
oh... doesn't it have 1 tile territorial range? shame a bit :/
Erazor 2019 年 4 月 29 日 下午 6:26 
Would it be possible to add the ability to gain tiles around the fort, much like "strategic fort" mod? (except that mod is 'broken' because it removes resources)
Dr.arielpro 2019 年 2 月 25 日 上午 7:59 
Keep up the good work dude!
thecrazyscotsman  [作者] 2019 年 2 月 23 日 下午 6:16 
Updated to add the ability that Traders are protected from plundering when within 2 tiles of an occupied fort. Please report any issues.
thecrazyscotsman  [作者] 2019 年 2 月 18 日 上午 8:45 
Updated to add compatibility with Gathering Storm. Compatibility with all previous versions maintained.
Laurana Kanan 2018 年 2 月 17 日 上午 6:21 
@18003A7SH17 - Works fine for me.
jfddavey 2018 年 2 月 8 日 下午 8:56 
Anyone know if this works with rise and fall?
AngriestBeaver 2018 年 1 月 29 日 下午 9:10 
Is this mod still viable? Will it recieve an update after Rise and Fall? Would love to use this in a Scotland game with an all-scout challenge :)
Panzerhenker 2017 年 9 月 20 日 下午 9:49 
That's what it is. I'm gonna have to uninstall :steamfacepalm:
thecrazyscotsman  [作者] 2017 年 9 月 20 日 下午 6:52 
@The Torchbearer - you must have a conflicting mod then.
Panzerhenker 2017 年 9 月 20 日 下午 3:41 
this mod seems to be causing me to return to the main menu on Game Start
Krittol 2017 年 9 月 6 日 上午 5:58 
what effect does this have on the great wall, and would it be compatible with the Better Great Wall mod?
SilentStorm73 2017 年 8 月 14 日 下午 9:17 
It works with the Enhanced Forts mod! Thanks and great work!
KrumStrashni 2017 年 8 月 10 日 上午 8:04 
Hi,

Is this compatible with the Enhanced Forts mod?

10x
Charlemagne 2017 年 8 月 9 日 下午 2:27 
I wasn't even aware that you could add levels to a fort...
thecrazyscotsman  [作者] 2017 年 8 月 9 日 上午 8:43 
@tflo - correct on all counts :)
Pinky 2017 年 8 月 9 日 上午 6:58 
@Charlemagne, I think "free" means 'immediate'; without Fort you have to wait two turns for two levels of fortification. AFAIK this is the same as with the vanilla Fort, also the +4 Strength. So, if I understand it correctly, what the mod actually adds are the Healing, Sight and Stealth Revealing bonuses.

@thecrazyscotsman, the Alhambra does not get the Heal/Sight/Reveal bonuses, right?
thecrazyscotsman  [作者] 2017 年 8 月 8 日 下午 7:12 
@Charlemagne - fortified units receive a small strength boost when defending and can gain a maximum of 2 levels of fortification for a slightly larger boost.
Charlemagne 2017 年 8 月 8 日 下午 5:20 
What does "two free levels of fortifiation" mean?
Smitty2k1 2017 年 8 月 5 日 上午 7:15 
Hi TCS, glad to see your mods on steam now. Very polished presentation :)
thecrazyscotsman  [作者] 2017 年 8 月 4 日 下午 12:53 
@SilentStorm73 - I don't see why not
SilentStorm73 2017 年 8 月 4 日 上午 11:11 
can this combine with the existing forts mod where you get the adjacent tiles?
Jordy McSheep 2017 年 8 月 3 日 下午 7:44 
Glad to see you modding on the steam workshop! I love all your mods
bostonbongrips 2017 年 8 月 2 日 下午 6:29 
Hey TCS, great to see you active again. Although your omnibus mod (dl from CivFanatics) is broken, when it is installed and enabled you can still play with some of it's features like resource bonuses for districts. Without a doubt, my favorite change to the game by FAR. Thank you!!!!