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C:\Users\User\Documents\my games\Sid Meier's Civilization 5\MODS\BNW Mass Effect (v 7)\Dummy Building Folder\CityView.lua
Someone with more knowledge of Lua and Civ's code might be able to see which lines of code need to be removed, but this is quick fix.
I need to test though as changes to the assassin tend to have unintended consequences such as inflating the Drell's combat score globally, meaning the AI reacts differently to them. It's not as simple a change as it seems. And, of course, it'll just roll out with the next update, though I might just disable the Andromeda ones and roll out a patch before them.
The cannon worked as intended, and assassins cannot do meaningful damage to cannons or cities as intended, but notice when I shoot the assassin with another assassin, the -400% is in red. That means that it is somehow debuffing the attacker rather than the defender. Notice how with the cannon attacking the assassin, the -400% is in green, meaning that it's supporting the attacker and debuffing the defender.
The test I did with another assassin
https://i.imgur.com/FylMLSF.png
The test I did with a cannon
https://i.imgur.com/9Vcx2bI.png
My best guess is that Aria controlling them has somehow removed their penalty. A second option is that you're the Volus who are designed to be unable to fight, in which case "Dies in a single hit unless you're the Volus" would be more accurate, which would just mean I need to update the UI to not say "Dies in a single hit".
I was close to releasing a new update that would include the Remnant, Kett and Angara plus some minor reworks and tons of balance changes for everyone, but serious illness, a major bug, and some art setbacks delayed it. I'll go over the Drell to double check everything is working before I release it.
https://i.imgur.com/bfLwU7x.png
Looks awesome!
However, as DESAMATER456 said, the mac link doesn't work ...
Great job anyhow ;)
If you still want it before then, then add me as a friend. I'll just e-mail it to you, but you'll get the newer version with the balance changes and the Remnant because they've all been implemented already.
If you don't want to have them in your games you can just remove them the same way you remove the Reapers, or there are mods that let you disallow certains civs from being picked if you want to be slightly more complicated.
The Remnant are defensive and early/mid science based and they can create a unique luxury Remnant Tech.
The Kett are combat and faith based. They're sorta like the Collectors in some way. While the Collectors get better yields from capturing cities, the Kett get stronger units.
The Angara are friendly and good to have as an ally. Because, lore wise, they have different cultures on each planet, the Angara will be getting different bonuses in cities depending on what terrain it's built on. So you could have a game where a lot of their cities provide more science, or another game where they provide more culture, or even a game with a lot of different cities doing different things.
Hopefully nothing dramatic happens so they'll still like this on release!
@Vindicate - Try the step-by-step guide.
...but I can't expect you to do an "Advance Air/Ground/Naval Units Megamod" style overhaul of the game.