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https://steamcommunity.com/app/8930/discussions/0/540743213082006108/
https://forums.civfanatics.com/threads/subscribed-mods-at-steam-workshop-are-not-being-installed.469369/
https://forums.civfanatics.com/threads/my-mod-wont-show-up-what-am-i-doing-wrong.543639/
https://www.reddit.com/r/civ/comments/2ql2f6/v_steam_workshop_mods_subscribed_not_installing/
I apologize, but I don't have time to look into which one is causing the problem. Only one version of these files can be active at any one time. Any mod that relies on its particular version of them will experience problems when a different version is loaded.
Real Life Earth MapMod (v 1)
[BNW] Colonialist Legacies - Australian Commonwealth (v 4)
Play The World Extended Vanilla (v 2)
Unique City-States (v 2)
Covert Operations - Making Spies Great Again (v 2)
Princess Lilina of Ostia (v 9)
Enhanced Naval Warfare for Vox Populi (v 1)
Gandhi gets 100x Uranium (v 1)
Ingame Editor (v 39)
No Pentaly for Units Near Border (v 1)
Strange Religions (v 9)
Warmonger Gandhi (v 1)
InfoAddict (v 22)
Really Advanced Setup (v 15)
YnAEMP DLL Leader fix for BNW (v 2)
left out a few custom civs or the list would be endless. (don't use em all)
It started as an experiment, then some folks as for me to release it, so I did.
It's fun to play, but going over 2 UPTs really alters the game to where it's now a "practice session" and not a "real game" any longer. The AI is just too outclassed - and it doesn't need much help in THAT department....
Still, sometimes, beating up on the AI is quite fun too... ;)
Also, the AI would use this ability poorly, unlike a human player - making the mod even more OP. The game's AI uses this mod's capabilities, but more on accident than any kind of planning. A human player carefully planning moves/troop concentrations/capability mix has a dramatic advantage build in. And there's no feasible way to "reprogram" the AI to use these features better, short of a major, custom DLL.
OTOH, WHoward has a mod that allows exactly what you're asking, but you have to use his custom DLL. Link:
http://www.picknmixmods.com/mods/CivV/Global/3%20Units%20Per%20City.html
BTW, his DLL does tinker quite a bit with AI planning, unit pathfinding, etc. It has a much better chance of putting up a better fight than this simple mod.
For instance, in the non-modded game, your battleship is attacking another battleship, but the defending ship has a embarked infantry unit in the same tile. The attack hits the ship, not the infantry unit. Once the ship is sunk, the next attack would go against the next most powerful unit - the infantry.
This mod will perform similarly, but if there is a battleship, destroyer, and infantry in the stack, the battleship must be sunk first, the next attack goes against the destroyer, and so on.
I haven't tested this too much so far, but if anyone is seeing anything differently, let me know. Thanks.
@Pandamansleep - enjoy! I think the mod adds a lot of "fun" to the game at the great expense of realism and balance. Still, sometimes ya jest gotta.... ;)
https://forums.civfanatics.com/resources/sod-this-mod.26687/
From what I've observed, the AI does indeed use stacking, and seems to have a little less problem maneuvering units/traffic jams.
But, as the AI pathfinding code is optimized for 1 UPT, there's no way the AI will use stacking nearly as efficiently as a human player. Not without a DLL to rewrite the pathfinding function.
So, this mod represents a pretty OP gift to the human player. Personally, I think anything larger than 2 UPT is no longer a game, more of a scrimmage against the AI....
1. Exit the game and open Windows Explorer (not Internet Explorer).
2. Navigate to the game's cache - usually located someplace like this:
C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete everything inside the "cache" folder. Don't worry, the game generates these files every time it starts.
4. Restart Civ V, load this mod and see if you still have similar results.
Good luck!
By the way, does the Ai actually know they can stack with each other? I played through a quick game and didn't seethem stack once
I looked at the "Super Civs - Marvel Heroes Pack" and didn't see anything obvious that would break, but you'd need to play it to see how compatible the mods are.
As long as any mod doesn't replace the "UnitFlagManager.", "UnitPanel", and "SetUnitName" UI files, it should work with this mod.
But again, there's only one way to know for sure...