Sid Meier's Civilization V

Sid Meier's Civilization V

XCOM Civ
82 Comments
LockeEdwards Mar 31, 2024 @ 1:16pm 
Can this run alongside the Gaia Core and Sapiens mods?
Latex Santa Jul 18, 2021 @ 9:21pm 
@cicero225 Please add the non-steam download link again. Steam is being idiotic again and this mod is missing from my mod list. Thank you for your time.
naive Mar 13, 2021 @ 11:05pm 
I am having an issue with this mod wherein every time I kill a non-barb unit the game crashes.
SpaceRedneck Jul 9, 2020 @ 7:06pm 
I am having an issue with this mod wherein every time I kill a non-barb unit the game crashes. I usually take the Honor policy and/or the Faith Templar religious belief, so I don't know if that has something to do with that. Any advice?
💖 Officer Hotpants 💖 Dec 2, 2018 @ 7:37pm 
Good mod. Only real critique I have is that it perhaps should have been accompanied by an optional add-on mod that limits production of XCOM squads to this civilization. Maybe cut this civ off from access to GDRs to balance it out.
Latex Santa Jan 24, 2018 @ 10:56am 
This is my new favorite Civ. It has everything I could possibly want - more production, more science, more delegates, and the Skyranger promotion has completely transformed warfare for me.
cicero225  [author] Dec 8, 2016 @ 5:43pm 
@Cahos Rahne Veloza Well, I can't quite isolate the issue, sadly, but pretty much anyone who is running this mod is usually running at least one other civ, so it's at least not that impactful. Kind of annoything that...
Cahos Rahne Veloza Dec 4, 2016 @ 9:42pm 
Yes I've tried running mods alone.

To be honest, all I really care for in terms of mods for Civ V are these user made Civs, I really don't care that much for "ease of life" and UI tweak mods as I'm happy with what the game has to offer.
cicero225  [author] Dec 4, 2016 @ 9:08pm 
@Cahos Rahne Veloza: I have no idea. I've never tried running it solo, and I can reproduce what you're talking about. Have you tried using any other mods alone? I don't know why this would happen since I haven't done anything different from what I did in my other mods...
Cahos Rahne Veloza Dec 4, 2016 @ 3:31am 
Again I do apologize if I might have disturbed you in any way. And I still think your mod is fantastic.
Cahos Rahne Veloza Dec 4, 2016 @ 3:30am 
cicero225:

I apologize if my posts suddenly awoke you from your Civ V hiatus.

Anyhoo, I've done several more tests with this mod and other modded Civs with custom music and it seems your mod's music would only play (on my end) if and only if I also add other modded civs that use their own custom tracks. Thus not limiting the issue with that other modded civ I mentioned earlier.

Any Modded Civ I tried subscribing to that uses their own music would enable your mod's music to play. But on its own the game would revert back to the default/vanilla tunes.

Also since I said "vanilla" I should clarify that what I meant to say is that my copy of the game is the "Collector's bundle that also has G+K, BNW and all the other DLCs for the game.
cicero225  [author] Dec 3, 2016 @ 11:34am 
@Cahos Rahne Veloza I have no idea, frankly. Pretty much everything in this civ has the tag XCOM attached to it, except possibly the Foundry, so its difficult to see how there would be a block. It's worth noting that music backbone of civ 5 is occasionally glitchy, so just restarting often helps...
Cahos Rahne Veloza Dec 3, 2016 @ 10:42am 
Oh and by the way...

That other Civilization mod was the faulty mod I had to remove. The problem with it was that once your cities exceeds 14 population they would disappear... actually only the graphical representation of the city would disappear but it'll still be there functioning normally but has no visual representation.

I do hope the other mod's author would see my posts on his mod's page and that he'll try to update his mod to fix the issue I reported.
Cahos Rahne Veloza Dec 3, 2016 @ 10:37am 
Okay, did some more researching and it turns out if I subscribe too and enable this other Civilization mod...

http://steamcommunity.com/sharedfiles/filedetails/?id=238379965&searchtext=philippines

...along with yours, the XCOM music plays as usual. But as soon as I start another new game with only your mod enabled and subbed to, the music will not play.

So maybe that other mod uses a dependency/reference block that your mod also needs in order for the XCOM music to play properly perhaps?
Cahos Rahne Veloza Dec 3, 2016 @ 10:11am 
I seem to be having a slight problem with this mod's unique soundtrack not playing when I play as this particular Civ...

Before anyone says, "you probably deleted the music folder", let me reassure you I didn't as I quite enjoy XCOM's music.

Additional information about this issue:

The first time I tried this mod the music did play, however I had an issue with another modded Civ I downloaded and I had to uninstall this one in my effort to narrow down which mod was causing a conflict. I eventually found which mod was faulty so I resubbed to this one, and as I said the music no longer plays. I just keep hearing BNW's theme as well as the generic tunes for the various tones of the game (peace time, war etc.) and no XCOM music playing.

I hope you or anyone else using this mod could help me out on this one.
iteration 9 Oct 9, 2016 @ 11:47am 
i think he meant downloading the DLC's pirated specifically, which might work, but might not
mikenmat Oct 9, 2016 @ 11:07am 
if you download the pirate version you cant use the steam workshop
Pinkie Pie Oct 4, 2016 @ 2:46pm 
i don´t have any expansion, i don't have money, well i will download it pirate
cicero225  [author] Oct 4, 2016 @ 11:08am 
@Outer Heaven Gods & Kings and Brave New World are the two main expansions for Civ 5. Chances are, you have them already since they're sold as a package nowadays. But without them this mod doesn't work, so I'm just making sure you have them.

I also suggest redownloading because sometimes the steam downloader corrupts files.
Pinkie Pie Oct 4, 2016 @ 4:29am 
Those are other mods or expansions?
cicero225  [author] Oct 3, 2016 @ 10:37pm 
@Outer Heaven I mean, it should be just like every other mod. Do you have both G&K and BNW? You can also try redownloading.
Pinkie Pie Oct 3, 2016 @ 4:39pm 
how i make this mod work?, i'm trying but is the same
cicero225  [author] Aug 8, 2016 @ 8:46pm 
@Prati616 Civ 5 mod music is glitchy sometimes, either restart game entirely or meet a civ (with their background music) to reset.
Prati Aug 2, 2016 @ 6:35pm 
I just hear Terra Nova over and over again, no XCOM music
cicero225  [author] Jul 18, 2016 @ 2:32pm 
@[ARCADIA] Retarded Sloth It does not. I mean, I didn't want to shift the late game balance at all.
Kricz Jul 16, 2016 @ 4:34am 
Does it make the X-com Squads exclusive to this civ or no?
cicero225  [author] Jul 14, 2016 @ 12:17am 
@briantjack Hmm, it makes sense that that might cause it, except I don't understand why that would cause a _crash_. I'd expect it to just error silently. I'll see if I can reproduce it...
briantjack Jul 12, 2016 @ 5:32am 
@cicero: Something you said gave me an idea. I normally run through the unit orders before selecting a new tech to research or give cities their build orders. Upon reloading the game, I needed both a new tech to pursue and a new project for the capital city to work on; it's "not selecting the new tech first" that sets the game up for a crash. After selecting a new tech, the game ran fine after I destroyed two units with my ironclads.
cicero225  [author] Jul 9, 2016 @ 12:40am 
@briantjack No if it's coming up when using an ironclad it's very very likely to be this XCOM mod. Since I haven't been able to reproduce this error, I am going to ask for the lua.log in your logs folder. I can read it for you as long as you get it to me somehow. (Copy-paste it into pastebin? I dunno).
briantjack Jul 7, 2016 @ 8:53pm 
Incidentally, I am using other mods simultaneously, too; I've not had any trouble with these other mods before ...
briantjack Jul 7, 2016 @ 8:49pm 
@cicero: I'm playing another game with this mod, this time playing as XCOM. I am at turn ~380, and the game keeps crashing when I use my Ironclad to destroy another unit; I could avoid that destruction on one turn, and the game would crash in a subsequent turn with a different Ironclad. Could this be tied to the special ability for XCOM (+50% of the defeated unit's cost contributes to science and production)? I did use the logging tool, but I've no clue how to read the output file.
Mr. Jizzard The Tentacle Wizard Jul 3, 2016 @ 2:06pm 
I'm playing this mod with the pre-historic age mod or whatever it's called. The one that adds stuff like laborers and cavemen. Every time I try to load the save, it crashes. So Frustrating.
briantjack Jun 19, 2016 @ 12:31pm 
@cicero: Thanks for the response. I will play with XCOM in the future, hoping that prior crash was a fluke. But, if I come across it again, I will try the logging so as to help you out.
cicero225  [author] Jun 17, 2016 @ 10:56pm 
@briantjack I can't think of a reason that would cause a crash. There isn't any code in XCOM that could cause a game-breaking crash. I'd chalk it up to a fluke for now, unless you can reproduce it. If you're interested, you can enable logging ( http://forums.civfanatics.com/showthread.php?t=487482 ) and see if it happens again.

I've been thinking about implementing an always war for Mothership Omicron. Just haven't really had the time...
briantjack Jun 17, 2016 @ 8:32pm 
Currently playing an alien civ (Mothership Omicron) and I encountered the XCOM civ (played by the AI) in the game. At some turn 350+, XCOM initiated diplomacy with me -- and subsequently crashed the game; never had a crash with the stock civs, so I'm thinking there's a bug of some kind in this mod. Now playing the alien civ without XCOM; so far so good.

When I did encounter XCOM, I had actually hoped for some recogonition mine was an alien civ -- maybe an instant declaration of war. Instead, I got the usual, "It looks like there are other humans on this world." Oh well.
M@x Jun 2, 2016 @ 6:43am 
Could I suggest ripping off Vince Virtuoso's MSF civ? Get bonuses for protecting city states and have events where barbarians spawn at their doorstep.
cicero225  [author] May 5, 2016 @ 1:03am 
@tolaburke @bouncymischa Oh geez, I don't know how I missed your messages. I must have accidentally clicked the page on steam without reading.

Hmm...the easiest thing to do would be to force them to always be at war after meeting, with some lua script. That's not necessary the most creative though. Maybe unique bonuses versus each other? I'm just making up ideas on the spot here.

Unique dialogue? I didn't know that was possible...
Snake Eater May 4, 2016 @ 10:28am 
ive been thinking about this all fucking morning and i just found it
Blaqdad Apr 30, 2016 @ 9:59am 
Make the soldiers stronger but with the cost of missing their attacks 99%
bouncymischa Apr 28, 2016 @ 4:24pm 
@tolaburke: I hadn't even realized this was here! I'll have to add some unique dialogue for them at some point. XD
tolaburke Apr 28, 2016 @ 6:51am 
So, XCOM finally has aliens to fight:

http://steamcommunity.com/sharedfiles/filedetails/?id=657125471

Perhaps...some kind of interaction?
M@x Apr 25, 2016 @ 2:20pm 
Skyraven alone can change the tide of wars, letting you redeploy instantly anywhere in the world, I felt like some tactical mastermind, waging three wars with essentially the same army :D
Sir Darth Fenix Mar 26, 2016 @ 8:43am 
@cicero225 - It works! Thanks a lot!
cicero225  [author] Mar 23, 2016 @ 5:43pm 
@Sir Darth Fenix Unsubscribe, then check if you have a "Documents\My Games\Sid Meier's Civilization 5\Mods\XCom Civ (v 1)". If you do, delete it, then resubscribe, and hopefully it will regenerate.

Let me know if that doesn't work.
Sir Darth Fenix Mar 23, 2016 @ 4:31am 
This mod has disappear from my list of available mods in game? Does anyone of you how to solve it? I tried unsubscribe and subscribe again.
Honeybun_HyvalTTV Feb 11, 2016 @ 4:12pm 
I've found a conflict.

Probably because of there being somethign with the name 'Bradford', XCOM cannot be in the same game as the Appalachian Empire mod whose leader name is David Bradforf.
XxavionnxX Oct 25, 2015 @ 6:12pm 
That would be awesome!

Aven Oul Oct 13, 2015 @ 9:43pm 
could you replace the giant death robot with the robot mech guys from enemy within??
cicero225  [author] Oct 13, 2015 @ 2:36pm 
@jackmyer37 I'd say it's equally annoying, but is a bit more likely - the damage from attacks is randomzied a tiny bit, so if you're *just* going to kill it, according to the combat preview, you have a 50/50 chance of it living instead. It's why you overkill whenever possible.

That being said, it's probably much worse when a city lives by 1 hp...
cicero225  [author] Oct 12, 2015 @ 2:13pm 
@TRAPSTER17 I can consider it.