Sid Meier's Civilization V

Sid Meier's Civilization V

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TwoKinds Civilizations
   
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1.970 MB
9 SEP 2013 a las 17:45
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TwoKinds Civilizations

Descripción
Update 9/28/2014 - The mod has finally been fixed, thanks to AlphaCentauri417! It shouldn't cause you to lose upon startup anymore. Props to him for finding the bug.

I'm not working on the mod anymore, it's being taken over by AlphaCentauri417, contact him about anything relating to it.

Adds 3 new civilizations to the game from the webcomic TwoKinds. Not guaranteed to be free of bugs, please report issues in the comments.

Features:

-3 new civilizations
-Custom units for all civs
-Custom icons for all new content
-Compatible with G&K

No copyright is claimed in this mod and to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in U.S. copyright laws. If you believe material has been used in an unauthorized manner, please contact the poster.
Discusiones populares Ver todo (1)
0
28 SEP 2014 a las 12:39
New Version
VelocityFox
63 comentarios
VelocityFox  [autor] 28 SEP 2014 a las 12:19 
A fixed version has been uploaded on a seperate page. It is called TwoKinds Civilizations (FIX)
VelocityFox  [autor] 23 SEP 2014 a las 18:27 
ATTENTION: I have been entrusted by lazorcat to help with updating/fixing the mod. I am currently getting rid of the major bugs, such as the instant lose bug. PLEASE make sure you get a-hold of me if you have suggestions! I will mainly take suggestions through steam chat! :Khappy:
FaerFoxx 22 SEP 2014 a las 17:34 
I would really love to see this mod patched and expanded upon. I was really excited for it when I found it, but this spawn bug is just so frustrating. :/
VelocityFox  [autor] 2 SEP 2014 a las 16:30 
landskater, if it is ok with the author i could give it a shot
Landskater 26 AGO 2014 a las 4:08 
I would actually like to see this mod fully completed and updated. Perhaps you should see if someone else would like to take responsibilty and control over the mod?
VelocityFox  [autor] 18 AGO 2014 a las 15:42 
Do you want me to help? I can mod in java and I can probably learn lua.
Lazorcat  [autor] 18 AGO 2014 a las 11:47 
I kinda gave up on it after I released it and it didn't work. If I went back to working on it I would have to relearn most of the stuff I learned for this.
VelocityFox  [autor] 18 AGO 2014 a las 7:15 
lazorcat? Are you still working on this? Because I have a few suggestions.
Alex James Rook 15 AGO 2014 a las 1:20 
Alright, new complaints: Only works with G&K, Anyone with BNW will have to disable it or suffer the "no units spawning" problem everyone else is even though you say it's compatible. Will also crash without it even though you don't you don't list it as being dependent on G&K. Basitin fighter is strictly worse than the fighter. Dragon "mercenary" (sorry I read it wrong earlier) has the same combat strength as the gunship it replaces but is missing all it's abilities (though, granted, at least the dragon can capture a city). "Kiedran slaves can not be capture" + the fact they can fight back is stupid.