Sid Meier's Civilization VI

Sid Meier's Civilization VI

CIVITAS Songhai
41 kommentarer
wickedmougli13 27. apr. 2024 kl. 16:18 
The Bari Koy and Jiiray seem to be gone? I just end up with regular courser and university...
Sailor Cat 3. dec. 2022 kl. 19:35 
That sounds about right, yeah.
radbill453 3. dec. 2022 kl. 17:40 
So was trying this and there does seem to be an issue with Anshan. If you have the jiiray and Anshan it seems like they don't stack, and if you lose suzreinity you stop getting a bonus at all.
Max 27. okt. 2021 kl. 13:32 
seems the science from great works of writing either doesn't work at all, or doens't stack with that given by Anshan
LJMiranda 11. sep. 2021 kl. 6:45 
Hey, can you list all of the music that this civ use? The music amazed me and I wanted to know the name.
voxcras 13. apr. 2021 kl. 15:47 
Some of your civ mods don't get TSL with the more popular huge earth map mods. Is there anyway this could be changed? I love all of your civs and my favorite part of Civ VI are TSL games
Cuso 20. juni 2020 kl. 1:43 
Hi! The unique unit doesn't cost horses like the courser
Macky527 7. apr. 2020 kl. 1:55 
is this compatible with the DLC
Marva 23. jan. 2020 kl. 18:53 
This is, quite possibly, my favorite civ in all of civ 6. Thanks.
chimp  [ophavsmand] 4. juli 2019 kl. 15:09 
Hey @Fitzmittens good to hear from you mate! No problem at all - enjoy! :)
JJ 4. juli 2019 kl. 14:56 
Thank you for fixing Chimpman!
chimp  [ophavsmand] 29. juni 2019 kl. 8:13 
Soon (tm) turned out be 4 months later, but better late than never I suppose. Updated!
chimp  [ophavsmand] 16. feb. 2019 kl. 13:09 
Soon (tm)
ser barristan 16. feb. 2019 kl. 12:47 
When will this be updated for GS?
chimp  [ophavsmand] 19. dec. 2018 kl. 18:43 
Thanks for highlight that @circeus it seems to be a relic of a workaround that was in place before Firaxis updated unique districts to inherit bonuses of their parent district (I think it was an issue when civ had the unique district bug way back). Fortunately it just means we need to remove those workarounds and it should do the trick. I'll add it to my to-do list and try to get an update out soon.
circeus 19. dec. 2018 kl. 17:16 
Something seems wonky with the river adjacency bonus [cdn.discordapp.com]. It appears that districts other than the Karambungo somehow cumulate all adjacency bonuses from all unique districts that are installed (putting a theater district there trips up the Acropolis bonus, commercial hubs trips up a different unique district etc.).
Anger Bird 22. aug. 2018 kl. 11:28 
Like only because this is Askiya
Lord Of the flies 10. juni 2018 kl. 1:08 
dude , excuse me, i tried it again without other mods, works fine, sorry for getting you confused. my apologies.
chimp  [ophavsmand] 7. juni 2018 kl. 14:32 
@Lord Of the flies thanks for the heads up! I'm not going to be back at my PC for about a week but I'll look into this for you on my return.

Just to double-check, the standard healing you get is as follows:

+20hp in Garrison
+15hp in your Cities
+5hp in enemy territory
+10 everywhere else

So you should be getting double those when next to a river, and these are all handled by different pieces of code. Is it just one you found this to be issue or all of them?

All the best,
Chimp
Lord Of the flies 6. juni 2018 kl. 20:08 
i am having issue with healing next to rivers, it just heals normally.
Sailor Cat 30. maj 2018 kl. 6:44 
lol
chimp  [ophavsmand] 14. maj 2018 kl. 3:34 
@Wafflehaus Do you have the Rise and Fall expansion pack? Both of those Effects were added by the expansion pack, and will crash your game without it.
Wufflehaus 13. maj 2018 kl. 19:20 
Hey Sailor Cat I had an issue with this mod running with the general CIVITAS pack and a UI pack. It kept tossing me this error. This is without RnF enabled and with the load order fix from Reddit.
I had to disable this mod to allow me to play sadly :< Hopefully you're able to fix?

[1464929.113] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_RIVER_ADJACENCY" does not exist in Types
[1464929.113] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CITY_IDENTITY_PRESSURE" does not exist in Types

bchevy04 12. mar. 2018 kl. 18:39 
bchevy04 12. mar. 2018 kl. 16:26 
Think I figured it out. Apparently it conflicts with C15 and SeelingCat's Colonial City Names .
Sailor Cat 12. mar. 2018 kl. 9:16 
Please navigate to Documents\my games\Sid Meier's Civilization VI\Logs and find the Database.log file. Open that with a text editor and paste the contents in the bug reports thread above. Thanks.
bchevy04 12. mar. 2018 kl. 9:10 
Looks great, but I keep getting an error code whenever I try to start a game with this mod enabled. I have applied the Dropbox fix and all of my other mods work fine. Is this related to the March 5 patch?
DESTRUCTOR987 4. mar. 2018 kl. 9:28 
Um where is the eternal fire?
心中有江湖 1. mar. 2018 kl. 17:35 
and you should add a map of west Afric
心中有江湖 1. mar. 2018 kl. 17:34 
the picture of Songhai is your bro?
Willie5000 28. feb. 2018 kl. 20:31 
I like how your version of Askia has a sword over his shoulder again...
Gabingston 28. feb. 2018 kl. 12:45 
He knows de wae.
JEELEN 27. feb. 2018 kl. 21:41 
Nice addition. But knights attacking walls? Are they supposed to be mud walls?
Laurana Kanan  [ophavsmand] 27. feb. 2018 kl. 18:29 
@emperorike - Exactly. It's just a single line added to the Civ description in the Localization file to remind me - nothin' too fancy.
emperor_ike 27. feb. 2018 kl. 14:19 
That's a great suggestion, @Laurana; might do that. I assume you mean goin into the actual file and adding a line or three? Nifty.
Laurana Kanan  [ophavsmand] 27. feb. 2018 kl. 12:23 
Looks great Chimpan'G! Excited to try them out. :steamhappy:

@emperorike - I like to add a little blurb to the Steam mods' Civ description so that on the selection screen it reminds me which civs cannot play with each other because of the duplicate UDs. Like Songhai & Korea, Akkad & Zulu, and Taino & Brazil. Of course, it doesn't work for random selection.

@Chimpan'G - Maybe that is something you might consider adding to the selection screen?
Digihuman  [ophavsmand] 27. feb. 2018 kl. 0:43 
You sneaky little thing Chimpan, you released this while I slept! xD

Anywya, can't wait to try out this latest iteration.
emperor_ike 26. feb. 2018 kl. 23:46 
Addenda:
It isn't my place to complain or likely even comment, as I've no idea the coding involved, but I wonder if it wouldn't have been better from the start if all the civs' abilities - vanilla, xpac, and modded - weren't directly in or on any unique districts and instead on, say, a unique first or second building for a given district - like how trade route capacity got moved from the commercial / harbor base districts to the market and lighthouse. Certainly ups the entrance fee for tapping into special abilities, but seems like it'd be worth the trade, considering.
emperor_ike 26. feb. 2018 kl. 23:45 
I'd have thought that if they truly intended to smooth out whatever code is involved in it, the first xpack should've been a prime target. I hope you're right that they still do intend, I just find it hard to be that optimistic, heh.
You're definitely right on the ability needing to be attached to a campus. I just get leery of having to drop a game because "whoops, Korea spawned too", you know?

Pardon the late-night philosophizing. Keep up the good work, CIVITAS team.
chimp  [ophavsmand] 26. feb. 2018 kl. 23:27 
Hey thanks @emperorike :) and naw no word from Firaxis on that yet but this one was made quite some time back and the district's ability that I fell in love with kinda hangs on it being a campus so I just rolled with it. I'm confident that Firaxis will fix the bug one day - they kinda have to as it puts restrictions on them too to some extent :o
emperor_ike 26. feb. 2018 kl. 23:03 
Unique campus, eh? Any sign that bug from vanilla has been fixed, wherein if two civs had a same-type district replacement, only one would be allowed buildings?
Any rate, looks as good as the rest, nabbing!