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Please help me!!
As for your subscription issues: that can happen occasionally (for any mod) and it's a pain. Only sure solution I know is to delete your game cache (found in ...\My Games\Sid Meier's Civilization 5\cache), which will redownload all mods.
may I merge your mod in mine? With proper credit of course. This would solve a compatibility problem (we both use the red Cross National Wonder).
a red cross building before i can get anymore medics but
i can t build a red cross building .can you help me with this?
thankyou
@marvinblue007 & nineholes9:
You can find a version out of steam at CFC:
http://forums.civfanatics.com/downloads.php?do=file&id=20932
Problems with downloading & activating mods are usually due to Steam.
it won t let me load the game .hope you can fix it thankyou
@the vanilla guys: I just realize there is no such thing as Medic II in vanilla, explaining why the unit doesn't work at all. I'll update later in the weekend.
1. Go to the mod's folder, open medicVanilla.sql (with a regular text editor)
2. Change the line that starts with "INSERT INTO ArtDefine_UnitInfos" to:
INSERT INTO ArtDefine_UnitInfos VALUES('ART_DEF_UNIT_DOCTOR', NULL, 'UnFormed');
Question to all: do you see the AI using these units? If not I will increase their flavors. The AI usually is pretty fast with getting national wonders, so that's not likely to be a real problem.
Some bridging unit(s) might be nice too, perhaps an earlier civilian unit with just the Medic 1 promotion. Historically, mention of "mobile field hospitals" dates back to Napoleon at least - if you believe wikipedia.
Suggestion:
Scout -> Alchemist (requires Philosophy) -> Chirugeon (requires Education) -> Doctor (requires Biology) -> Combat Medic (requires Penicillin)
Not sure how you'd balance out their healing capabilities. Maybe limit the earlier units movement points as well as medic upgrades. Welp, thought i'd throw it out there.