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And Future Worlds adds way more than just combat units, so it's slightly higher in my preference list)
But if you look only for combat unit expansion, then this mod is excellent.
Unfortunately, I'm not really updating this mod any more, as all of the units moved into my "SMAN's The World at War" mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1562440077
It's a much more comprehensive structure of units, that fully integrates these units together into a better late-game set up.
I've made a note to add this to the WAW mod, the next time I update it. And I'm planning on updating it in the next few weeks.
You would then need a function to "undo" some of the damage (restore HP's, un-fallout tiles). But tracking which units are destroyed by the missile (or buildings destroyed if the target tile is a city) is quite a PITA. It would require tracking every unit killed by any source (including when a unit embarks, disembarks, is upgraded, etc.) each turn and reacting by spawning destroyed units.
I suppose perhaps it would be fairly easy and hopefully good enough to simply remove all the fallout and make all damaged units back to full HP, and call that good enough?
A couple of things to try. First, unsubscribe from this mod, exit Civ and Steam, the login to Steam then restart this game. If you content list (am assuming Mods list here) looks like it should, then go to the Mods area of the game then try to find this mod ingame, using the "Find Mods" button. Subscribe from within the game then see if it fixes the problem.
If that doesn't work, about the only thing I can think of is to clear the game cache. It's a drastic solution that basically forces the game to download a fresh copy of all your mods. Can take a couple of minutes if you have a lot subscribed. Instructions are here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/1744478429696414681/
Thanks
The original "Trump:TAOTD" mod showed the "after" effect - quite well, actually. The icon in this mod shows the "before..." 😀
I've been talking with another modder, ofmiciv5 on Civfanatics - one of the VP gurus, who has been working on a VP-compliant version of the mod. He added several "balancing" features in the process. I'll have to ask him if the resource dearth was one of those changes.
To use the melee attack, the RG armor unit must be next to the unit it wants to attack. You then have to select the "Attack" button (CTRL-A) just above the unit panel in the lower left corner of the screen - the one that looks like crossed swords.
You would then see a red-arrow cursor that you place on the unit you want to attack, then press the left mouse button to complete the attack.
The Submarine now requires Oil, and Nuke Subs require Uranium, but otherwise nothing has changed. They are still available to build if you don't have the other resources available. Since there's usually more Oil than Uranium, it only means it is easier to build subs than nuke subs.
What did Stalin say? "Quantity is in itself a form of quality..."
Fighters can automatically "see" 6 tiles in any direction It's called the Air Recon Promotion. The Recon Jet has several Extra Visibilty promotions, to show how good it is at seeing things in its operating area. These promotions stack together (1 through 4) to give an extra 10 tiles to those basic 6 = 16 tiles.
The jet can also recon specific tiles out to the limit of its range of 25 tiles. They can even fly over "enemy" (non friendly) tiles to see what is going on. This makes these units very useful when preparing an invasion.
You'll see the difference between the normal Air Recon (16 tiles) and the recon mission, when you use the Air Sweep command with the unit, select a specific tile that has fog of war, then execute the mission. You'll see exactly what is happining in that tile (and its surrounding tiles) for that turn. You lose specific visibility the next turn, though, but the fog of war is lifted permanently.
A question about a new unit - the Blackbird recon plane- I upgraded an older model recoinnassance plane in to one and after that, a big area became visible to me (it was "parked" in my border city next to AI civ) and I could see everything that was going on inside his borders, even I hadn´t used the air recon-command. I thought it was just because I had just upgraded the plane, but the visible area stayed like that even after I continued on to a next turn. So the question is, is the plane supposed to recon even when it is grounded and not doing the recon mission?
Thanks!
Good luck on your updates. I'll be traveling on business the next few days, but will try to pop back to see if you have any questions. Enjoy!
Basically, if you edit the unit's XML file like this, it should add the override just fine. If worse comes to worst, you simply delete the mod's folder in the MODS folder, then re-enter the Mods section of the game to force a fresh download.
This is a very small, but not impossible chance these changes could cause a CTD, if a militant city state tries to gift a unit with a class default of 'NONE'. But I believe this is only (even remotely) possible if there is more than one unit assigned to the class, but the default unit is NONE.
If you avoid this, or if you're only changing existing units in the mod and not adding more units using the same class, it should be OK.
<Civilization_UnitClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_AMERICA</CivilizationType> <UnitClassType>UNITCLASS_SMAN_IEUP_STRATEGIC_BOMBER</UnitClassType>
<UnitType>UNIT_SMAN_IEUP_STRATEGIC_BOMBER</UnitType>
</Row>
</Civilization_UnitClassOverrides>
You'll need the "UnitClassType" from the <Class> entry in the <Units> block. You'll also need the <UnitType> from the <Type> in the <Units> block.
This block of code is how the game restricts a specific class of units to a specific civ - assuming the <DefaultUnit> in the <UnitClasses> is 'NONE'
First, you would need to find the unit's associated XML file. At the top, there is a <UnitClasses> block. The last line is called <DefaultUnit> You would need to change whatever "UNIT_xxx" value is there to "NONE" (with no quotes, just those 4 letters).
Next you would have to add an "override" for that unit, that allows only a certain civ to build it. You can put this block of code anywhere in the file, but I usually put it after the <Units> block ends - the line that looks like this: </Units>
Next...
If not, then with tens of thousands of mods on the workshop, surely we can all find things to make the game more interesting and fun... ;)