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PC windows 7
G&K, BNW and gold extention
everything just updated
When a hero goes on an ancient ruin he can choose the buff as normal (I use the ancient language mod, that enables the promotion choice to all civs scouts in case that's not regular), when my scout goes on an ancient ruin nothing happens.
I checked the lua log (going to post it as well if you want to) and it gave me this error line:
[16419.276] Runtime Error: C:\Users\User\Documents\My Games\Sid Meier's Civilization 5\MODS\Heroes of Might and Wisdom (v 4)\LUA\HeroesUtils.lua:1395: attempt to index local 'hero' (a nil value)
I guess that means it checked what hero the regular scout unit was and didn't find the value.
Need the complete log?
PC
G&K + BNW + Gold Extension
100% Legit game purchased straight off steam.
Amazing Mod!! Only issue is whenever I hit turn 120 the game crashes. This happens everytime, I tried every race and every game setting (from 2 player map to huge 12 player map) I tried saving before hand and loading but can never get past turn 120. : (
can you post a save file before crash at here:
http://forums.civfanatics.com/showthread.php?t=509427
I'll try to find out the bug
http://steamcommunity.com/profiles/76561198006543623/screenshots/
you should see some screens of the social policies. I'm not sure which should have changed effects and which not so i took shots of randompolicies. Maybe you should post a complete list of the social policy changes to the mod's discription, also I guess this might be an issue do to my game version (the german) still.
I'll update for the german language tag to use the english text in next version
I made the suggestion to epic that Zerus be taken out of the Zerg civilization and made a city-state. Here is my reasoning: Zerus was actually the original Zerg homeworld before Char, and while the Overmind started there, it was also filled with primal Zerg that didn't abide by the Overmind or Kerrigan (as noticed in Heart of the Swarm when you have multiple fights with the native zerg). Thus, I feel it is better to make it a neutral city-state than a city on the civilization. Please let me know if you disagree!
I also suggested the same thing for Protoss bands like the Tal'darim and Lost Tribe and another Zerg/Terran research center: Braxis. Same for the Terran rogue groups/cities of Avernus Station, Dead Man's Port, Skygeirr Platform, Moria, Kimera, and Umoja.
Expansions: Have G&K + BNW
Legalism: Legitimate game from Steam, fully updated with the latest patch.
There is a huge problem when upgrading heroes to sea units. At the moment they are upgraded, you can briefly see the vision of the unit expand from its embarked land unit vision to a full ship's vision, but this only lasts for a split-second before going back to the same vision it had when embarked. From that point on, the heroic sea unit retains the exact same vision, lowered defense, and slow movement speed that any embarked land unit has, which is pathetic compared to regular sea units.
I am nearly certain that I already know what the problem is, but I will provide you with the log as well. It seems clear to me that the reason this is happening is that heroes keep all of the positive or neutral promotions they had from the previous unit when upgrading to a new unit. For this reason, the heroes keep the embarked promotion even as a sea unit, which overrides normal movement, defense, and vision rules.
The nice thing about this is that it lets me do things like upgrade to submarine, then upgrade to infantry to have a powerful land unit that has a 75% attack bonus and is invisible to enemy units. Not sure if this was an intentional feature or not, but I like it.
Log link: forums.civfanatics.com/attachment.php?attachmentid=365061&d=1385061420
New heroes that you buy have movement/actions available to them the same turn, but revived heroes that you buy do not have movement/actions available. I think it would be good to actually treat hired heroes of any kind like hired units and not let them move/act until next turn. Currently, heroes could be abused by just keeping a pile of money on defense, and if an AI attacks just hire 3-4 hires and wipe the enemy.