Sid Meier's Civilization V

Sid Meier's Civilization V

DMS' The Kingdom of Rwanda
27 Comments
shplim Jun 24, 2018 @ 2:15pm 
I'm having some issues with the civ starting in the right position in YnAEMP (+JFDs patch, v24), is this supported?
DMS  [author] Oct 22, 2017 @ 11:46am 
Np, I'll just add in the failsafe fix regardless. Thanks again.
Morgaln Oct 22, 2017 @ 6:36am 
While I do have logging enabled, the logs from that game have already been overwritten, sorry.
DMS  [author] Oct 22, 2017 @ 1:52am 
@Morgaln thank you for the feedback. If you happen to have logging enabled, the lua log will probably be of help regarding the Abiiru bug - it's definitely not intended. Next time I do an update, I'll incorporate a failsafe fix.
Morgaln Oct 21, 2017 @ 5:13pm 
I tried this mod today. It was a lot of fun to play, both the UA and the UB are amazing.
I had some trouble with the Abiiru, though; only my first two prophets were Abiirus, after that I got regular Great Prophets. Is that intentional or was that a bug? I didn't use any other mods, so it can't have been interference between mods.
Mojave Neon Feb 29, 2016 @ 11:43pm 
Enjoyed this one quite a bit. Great synergy between all 3 uniques for playing a tall civ, although the UB's happiness bonus also allows them to play wide if you want to. The Abiiru is quite unique, and although my capital didn't always receive a modifier bonus upon expending one, it did get the bonus enough times that it proved to be a rather useful GP. The UB is amazing. I'm not usually a fan of unique courthouse replacements, but this one was definitely an exception to that. Overall, this one instantly got added to my favorites list. Might still be a few minor technical issues to eventually iron out for them, but is absolutely a great civ. Really excellent job on this one.
Vintersno Feb 12, 2016 @ 10:43am 
Oh yeah, i'm playing on my 6gb laptop XD
DMS  [author] Feb 10, 2016 @ 3:19pm 
It's very unfortunate indeed, and really, there's not much I can do to reduce it. The 'calculations' causing the lag are actually very very simple, so it's likely rather caused by some icon lookups (the icon(s) showed in the upper left corner of the city screen) or some such. I don't experience it much myself, but it might be because I'm on a fairly powerful PC (with 32 GB RAM). If it becomes completely I can write up a guide as to 'turn off' the icons in the city screen - that'll probably fix it.
Vintersno Feb 10, 2016 @ 3:08pm 
Hi again, I seem to have the same problems than valerio about the game slowing down, when i enter a city screen it starts to lag a bit, and this increase if i add buildings to the production queue. This might be caused by the calculations for various bonuses being hard on the RAM (absolutely no idea how this could be fixed sadly :/ )
DMS  [author] Feb 10, 2016 @ 11:11am 
@Vintersno, thanks for the heads up. Fixed.
Vintersno Feb 10, 2016 @ 10:37am 
Hello, i really enjoy the mods but sadly i dont get the +4 happiness from the UB when built in my capital. I still get the food and culture, and the UA seems to work perfectly as intended.
DMS  [author] Feb 10, 2016 @ 12:43am 
updated yet again to fix issue with Decisions plus some other stuff. See changelog.
DMS  [author] Feb 1, 2016 @ 1:14am 
Updated. See changelog for fixes (in short, the mod isn't broken anymore - the UA and UB actually works correctly!).
DMS  [author] Jan 31, 2016 @ 11:34am 
@mikevarn
UB issue still persistent I'm afraid - will push an update tonight to amend the issue as well as issues with both parts of the UA.
Modrian Jan 31, 2016 @ 9:59am 
Play note: Confirm UB (still) does not show up on own city build lists. Also note that I am getting randomness from the Abiiru.
DMS  [author] Jan 25, 2016 @ 12:02am 
As this has been mentioned several times (both here and on Civfanatics), I should probably clearify; the Gold bonus from Hills is suppose to be for every improved hill within your territory and within workable range of the City in question, NOT just for worked hills.
DMS  [author] Jan 24, 2016 @ 7:13am 
@valerio_verdecchia

I'll check out the alleged randomness of the Abiiru as well, thanks.
About balancing it, I have to say that +15% to science is pretty extreme, whereas +7% Gold is, well not that big of a deal (even if it is in the capital). The bonuses themselves aren't necessarily suppose to be balanced amoung themselves; the idea is, that you can get lucky and get +10% Food three times in a row or 'less lucky' and get +10% Culture three times in a row. The randomness of the ability is pretty much a key factor I think. That is, assuming the randomness actually works :P.
But thanks for your input anyways :D.
ottmaxval Jan 24, 2016 @ 6:57am 
@DMS Thank you too for your mods!

PS: I forgot this other bug: the bonus from the Abiiru was "randomly" - it seems to follow a pattern, always the same order, not to be random actually - selected only between food, production and gold, and after 7 attempts no bonuses on other yields were gained. I suggest that once you try and fix this bug you may "rebalance" it, like +7% if the bonus goes to food, production or gold, and +15% if it goes to culture, science or faith.
DMS  [author] Jan 23, 2016 @ 6:43am 
Thanks for the feedback - lots of bugs have been reported and I'll get to correcting them shortly. Sorry for the inconvenience.
ottmaxval Jan 23, 2016 @ 3:14am 
Really nice idea, but I had some problems (if someone hadn't them, tell me, maybe it's just compatibility issues, I am using many mods). I wasn't able to build the UB (it was in the tech tree but never appeared in the construction list). The gold bonus on hills actually was activated for every hill, not only the ones worked. The bonus on the different tile improvement was not functioning. But most of all, entering non-capital cities slowed the computer extremely, don't know why.
Majestät Jan 22, 2016 @ 8:07am 
AWESOME! Keep doing African civs ^^ so great to play as. Today's wasteland colonies can be blossoming world leaders. I like doing that x)
DMS  [author] Jan 21, 2016 @ 11:28am 
Will do :)
TY Jan 21, 2016 @ 3:46am 
Cool, keep up the good work (y)
DMS  [author] Jan 20, 2016 @ 10:39pm 
@Ramadhan Ranger Merah
It should as far as i remember, but will look into it.Thanks :D
TY Jan 20, 2016 @ 5:29pm 
could you please make it support Ethnic Units? thx a lot, nice mod btw
DMS  [author] Jan 19, 2016 @ 2:48pm 
Thanks for the heads up - corrected now.
Pouakai  [author] Jan 18, 2016 @ 9:25pm 
Just a heads up, none of the supported mod links are working. Need to remove the quotation marks I think