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Played a game on Epic and the pacing was quicker, too quick. Vanilla was perfect on pacing in that regard. The higher tech costs in later eras wasn't enough to counter the higher beakers you get.
Found a bug, the last change for the CN tower doesn't work, doesn't give you a Great Musician but the food and happiness bonus is removed.
Add this to Wonders_Buildings.sql to fix it:
INSERT INTO Building_FreeUnits
(BuildingType, UnitType, NumUnits) VALUES
('BUILDING_CN_TOWER', 'UNIT_MUSICIAN', 1);
This is the first issue I have ever noticed with this MOD. Before this I have played it exclusively for several months. It is really a lot of fun, and is in fact harder.
First of All, i have to say that this is the best balancing mod i've ever played. It has been a while but i've made the same comment to your post in civfanatics a couple of years ago. Thank you for your efforst you have put into this mod.
I know it is a lot to ask for but i hope that one day you comeback to civ 5 and continue updating your mod.
Best Regards,
I haven't played in ages so it's possible this is a base game issue and I just didn't notice it before, but that's a bit surprising if so.
https://steamcommunity.com/sharedfiles/filedetails/?id=141452526
https://steamcommunity.com/sharedfiles/filedetails/?id=2646779935
https://steamcommunity.com/sharedfiles/filedetails/?id=2646780885
https://steamcommunity.com/sharedfiles/filedetails/?id=2646778474
need to fix the occasional crashes
jusst had a great german game where i threw everything at shakas xcom and land ironclad spam with tanks in 1943
Those modes are not compatible because they both mod the source code of the game. You should use one or the other (trying both may result in either crashes or unexpected behavior) depending on whether you prefer an overhaul (vox populi) or something closer to the base game. Note that vox populi is still updated while I currently no longer update mine.
Remove these 3 lines from units.sql
UPDATE Units SET GoodyHutUpgradeUnitClass='UNITCLASS_MUSKETMAN', ObsoleteTech='TECH_GUNPOWDER' WHERE Class='UNITCLASS_PIKEMAN';
UPDATE Units SET GoodyHutUpgradeUnitClass='UNITCLASS_MUSKETMAN' WHERE Class='UNITCLASS_LANDSKNECHT';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_PIKEMAN';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_GERMAN_LANDSKNECHT';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_ZULU_IMPI';
I really like your mod ! But is it possible to change the pikeman upgrade back to Lancer instead of
musketman. I think they become obsalate to early and Impis and Samurais also upgrade to musketmans instead of riflemans. Can i change that back somewhere ?
Sorry for late response.
@ppchkff Ive never tried. If dll mods are allowed in hotseat I don't see why it wouldn't work.
The tooltip of the Social Policy
I was however able to find many components of your mod to run seperate to the map scripts which was very enjoyable. Cheers!
Yes because the AI can have more units than in the base game. Civ5 chose to go 1UPT with a bad AI and pathfinding engine which will make the game slow during AI turns if the AI gets a high number of units. There's not that much I can do about it besides making the AI dumber.
@Sisk:
It should still be available.... can't really help there.
@pbobbert:
I answered on CFC thread.
@Sisk, have you tried unsubscribing and resubscribing? That should download them again. Make sure you do this in game though with the "get mods" button, otherwise it never works for me.
I noticed it can hang on one Civ's turn for over a minute. On a Marathon game, that's kinda painful. Also when you click next turn, it takes a while for it to register sometimes.
At any rate, I appreciate your work, Thank you.
No this sounds like a bug. The AI sometimes has a lot of difficulty bringing the spaceship parts together. This is not my fault as this also happens sometimes in the base game. I've tried to fix it but will look further if it keeps happening.
I just played a game into the late game and gandhi had something like 7k score and 160 future tech, but he didnt go for any of the victory conditions so I could eventually win a science victory even tho I was decades behind him in tech. Is the AI supposed to go only for domination in this mod? I was just wondering if this is intended or not because I love everything about this mod but I also like to play with the pressure of an impending defeat and my win this time wasn't legitimate at all.
Denouncement are usually a consequence of land dispute instead. It's very likely your neighbours will denounce and start to attack you yes.
Really like the science changes so far. Early scientist slots for Sejong is gold of course. Really like the overall feel of the changes as I've started to get a bit sick of Civ lately.
Sorry for long post but watned to give feedback and thanks again.
Fun Immortal Siam game went 4 into Honor for early units and culture then timed Legalism for free Wats. Gave up well in front at turn 130 ish.
Nice Demi God start as Arabia, got smashed by Oda at turn 60 or so who launched on me nicely taking a close CS and flanking mountains. I did forward settle on a NW and was only 5 turns off CBs. Thought AI was smart. continued...