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Thank you!
I started a game with all the pre-frontier DLC and my mod, using the Autoplay mod, and it works fine for 200+ turns.
Hopefully it's an issue that Firaxis can fix, because without errors recorded in the logs it would be quite difficult and time consuming to find out the cause of the crashing. One way to go about this would be to remove bits of code until there's no more crashing and then try to ísolate the specific changes/code that seems to be causing the issue.
I would invite anyone willing to test this, and if they'd like they could upload their version(s) of the mod and I'd link to it from this page. In fact, feel free to use any of my code for any mod project you'd like. I mean, this mod started out with Dunklosteus' code and expanded upon it.
The issue could be caused by another mod though. You could upload your "database.log" and "modding.log" files to Civfanatics (link above) if you want me to take a look.
@Anonymous: Interesting idea! I'll have to think about it.
You two's mods (Agri Rev vs. Military Tactic & Supply Logistic) seems to have similar intent of making the game more realistic/historically accurate...
annoyances, it's far from what is possible to mod since I haven't learned Lua code yet. And another issue is that it's difficult to estimate the impact of changes and I've been very cautious about changing the core design.
Anyway, the current version has some issues that I hope to fix shortly. The most obvious being a mistake that let's Field Cannon boost all cities ' ranged attack. Also resource costs for units is simply too low.
After all, i really don't see how a country dominates the world by having the most tourists, or having everyone follow your country's religion, or being the most agreedable one in world congress, or building rockets...
Assaulting and scaling a well defended fortress. no matter the size of the atking army usually causes a lot of casualties to the point where most strategist/generals decide to blockade and patiently sit in instead, despite the time cost. In fact, if i understand correctly, most of the sieges in the medieval ages are often done that way due to the difficulties of scaling and forcing assault on a well defended, well built wall. Meanwhile on civ6, i could literally take down a town with ancient/ or even medieval walls with just two legions and a battering ram/catapult, which i find it really... weird....
While civ 6 does have a lot of content, it is rather sad that civ6 kinda downplayed historical accuracy when it comes to a lot of tactical mechanics in game play.. and I am glad to see that this mod fixed many parts of it.
I have changed 5 policies, but those changes shouldn't really conflict with any other mod unless the mod removes the policies themselves.
I'm not sure if my mod works together with the mods you name but feel free to try. If you face any problems, crashes or such then let me know and I'll look into it.
I'm asking because I would like to try the game with some mods from JFD's Rule with Faith Collection, specifically, the Starting, Revised and Alternate Governments Mods. The Policy mods from the RwF are also fun, I figured they're not compatible.
Also, would this conflict with SeeingCats Epithet, Nomina, and Rosetta Mods?
All mods I have, now work with yours together.
Big THANK YOU.
Stone In the current version (2.8.2):
Stone can also be placed on Plains and Taiga including hills as well as Desert Hills.
You need Chemistry to "harvest" Stone.
You can build Forts or Roman Forts on Stone.
Base yields are still +1 production for Stone and Quarry both.
A Quarry on Stone, Gypsym or Marble provides +1 production when producting buildings or wonders.
A Quarry on Stone also provides +1 production when producing Districts.
A Quarry in Woods receives -1 production (since you don't have to remove the Woods to build it).
Also:
Quarries receive +1 gold for being adjacent to River.
Quarries receive +1 gold for every 2 adjacent Coast tiles.
Quarries receive +1 gold for every adjacent Commercial Hub, Harbor and Industrial Zone.
Don't know why there were problems loading a game after disabling any mods and reactivate yours. Think the cache data had to be cleared.
A game with your mod alone now starts.
Can you please check if JNR and you make the stone rocks mod compatible to each other?
I gave a comment in his mod too
. Thiis is necessary in order to allow them to use Field Cannons and such ranged support units.
Removed the increased gold maintenance for being in enemy territory.
All combat units now suffer 1 attrition damage per turn outside player's borders and 2 damage per turn in enemy territory (with some exceptions).
Combat units are generally cheaper to produce and resource costs have been reduced by a lot.
Field cannons, Machine Guns and other gunpowder ranged units have been converted into Support units.
Similarly AT Crew and Modern AT are now also support units.
Battering Rams and Siege towers now both grant the same ability to damage walls fully and should be able to complement one another.
Steel tech grants opponents full dmg in melee vs your cities to allow cities to be conquered without artillery in the later eras.
And much more.
In addition to the update I'll upload a compatibility add-on for Steel & Thunder Unit Expansion.