This is a very simple little fix.
Go into my mod
Go into Assets
Go into XML
Go into Art
Open CIV4ArtDefines_Unit.xml with WordPad (or Notepad)
This will jump to the part of the XML pretaining to the JETPACK_KNIGHT
Second line: <Button>,Art/Interface/Buttons/Units/jetpack_knight.dds</Button>
Remove the ‘,”
so it is: <Button>Art/Interface/Buttons/Units/jetpack_knight.dds</Button>
—-Date: August 27, 2010—
+++++Alterations & Adjustments++++++++
Animals: Creatures no longer concern themselves with cultural barriers and will wander around hunting anything that moves. They may also be inclined to attack villages.
Barbarians: Tweaked a number of values making them a bit more numerous at specific times. Reset them back to being just plain old non-descript barbarains.
Scoring System: Adjusted the scoring system of the game to emphasize a bit more of Land grabbing and population.
Towers have been made more expensive to build and takes about 10 percent more labor to construct
Villages, Hamlets, and Towns all perform a bit better
Workshops are bit more effecient.
Trireme: The ship’s combat strength is increased to 3 (from 2 points).
Rangers: Adjusted their combat to +300% vs. animal units.
Hunters: Adjusted their combat to +200% vs. animal units.
Imperialism Civic now has the capital gaining +25% in all areas.
Paratroopers: Requires Early Flight.
Mount Rushmore: Needs High Explosives now.
Starting Worker: Fixed the errant starting worker. Starting civilizations now start with 1 settler and 1 Ranger.
Several technologies now offer hints or glimpses at units that can be produced — a sort of a teaser for the empire.
Music changed to Musical Rhythm
Planet of the Apes
Condotta has replaced Technocracy