Sid Meier's Civilization VI

Sid Meier's Civilization VI

Castle Bravo - WMD Nuke Overhaul
51 Comments
Ryan 12 Jan @ 9:15pm 
one last update would be nice.
Scapeh  [author] 12 Jan @ 9:29am 
I haven't updated this mod since the release of these game modes, but from user reports, this seems to be the only thing it doesn't work with unfortunately guys
Bombastic Microplastics 12 Jan @ 7:46am 
Used this mod for years only to, through hours of troubleshooting, find that it is NOT compatible with barbarian clans mode.
Ryan 10 Nov, 2024 @ 8:26pm 
this does not work with barbarian clans mode
Mu 24 Jul, 2023 @ 11:47am 
请问如何扩大核武器动画?
RoyalMuffin 13 Sep, 2022 @ 8:54pm 
great mod I know I commented this before but I am not sure if an update from the NFP september patch broke it again (I haven't played civ in over a year). The barbarian clans mode icons above encampments disappear when this mod is enabled and makes it impossible to interact with.
PhazezGova 25 Jul, 2022 @ 12:13am 
okay, thank you @ Scapeh
Scapeh  [author] 24 Jul, 2022 @ 5:21pm 
@PhazezGova This mod includes everything other than the city razing, however having the other mods installed has no effect and doesn't cause any issues.
PhazezGova 23 Jul, 2022 @ 5:40am 
Are the other mods of yours necessary, all 4 mods or just this one? Because here the mushroom and the nuclear range are also increased?
Obi 16 Nov, 2021 @ 12:30pm 
Update: My crashes were caused by Yet (not) Another Maps Pack, in case you're at all interested haha. Took me a whole week of running autoplays and trying to narrow it down but finally managed it! Woohoo!
Obi 11 Nov, 2021 @ 2:42am 
Haha yeah it's driving me nuts - I'm currently trying to use Firetuner's Autoplay to narrow it down without having to sit there actually playing, by disabling half my modsand letting it run through a game.

Takes the better part of a day just to get to turn 200 though, and even then it's a random crash that might not happen until turn 400. And then there's the possibility that using autoplay somehow pacifies the bug entirely and I'm wasting my time hunting for it this way!

Kill me now :-P

But hey while I'm here, your mod had been an endless source of joy for me, I sure do love bathing xeno scum my enemies in fallout. So thank you very much for all the hard work creating and maintaining it!
Scapeh  [author] 10 Nov, 2021 @ 7:24am 
@Obinice Thanks for the support!

It's hard to say but I don't think the crashing would be related to this mod, as all of the changes are loaded into the game when it is created, rather than on a per turn basis.
The error you reported does appear to be from this mod, but not something that should cause any crashing, as it's just failing to modify a specific description, which is a mistake on my part.

It may be easier to disable any mods which could potentially cause a conflict to try and narrow down the cause, but I know how time consuming this can be!
Obi 10 Nov, 2021 @ 6:19am 
As an update, I'm not sure the crash I'm having is down to Castle Bravo, I think it may be in another mod. It's also possible that the below error I posted is somehow being caused by a different mod, and having a knock-on effect in Castle Bravo. Sorry I can't be of more help!
Obi 7 Nov, 2021 @ 3:30am 
I'm having the same crash and it seems random, though if I reload the same save and hit next turn it'll happen again.

[4194432.102] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[4194432.102] [Localization]: While executing - 'insert into BaseGameText('Tag', 'Text') values (?, ?);'
[4194432.102] [Localization]: In XMLSerializer while inserting row into table insert into BaseGameText('Tag', 'Text') with values (LOC_PROJECT_BUILD_THERMONUCLEAR_DEVICE_DESCRIPTION, Adds one Thermonuclear Device to your nation's inventory. Requires 30[ICON_Resource_Uranium] Uranium. Maintenance is 35[ICON_Gold] Gold., ).
[4194432.102] [Localization]: In XMLSerializer while updating table BaseGameText from file CastleBravo_Text.xml.
[4194432.102] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[4194432.152] [Localization] ERROR: near "(": syntax error


One of the best mods in the game by the way! :-)
Scapeh  [author] 4 Aug, 2021 @ 4:49am 
@vanilla bryce Thanks for letting me know, I'll look into it when I get some time - What do you need to do to recreate the crash, or is it random?
vanilla bryce 3 Aug, 2021 @ 10:20pm 
[261320.824] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[261320.824] [Localization]: While executing - 'insert into BaseGameText('Tag', 'Text') values (?, ?);'
[261320.824] [Localization]: In XMLSerializer while inserting row into table insert into BaseGameText('Tag', 'Text') with values (LOC_PROJECT_BUILD_THERMONUCLEAR_DEVICE_DESCRIPTION, Adds one Thermonuclear Device to your nation's inventory. Requires 30[ICON_Resource_Uranium] Uranium. Maintenance is 35[ICON_Gold] Gold., ).
[261320.824] [Localization]: In XMLSerializer while updating table BaseGameText from file CastleBravo_Text.xml.
[261320.824] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
vanilla bryce 3 Aug, 2021 @ 10:11pm 
I would copy the error, but it looks my database deleted it once I started the game again. I'll post the foll error if I catch it in the dump again.
vanilla bryce 3 Aug, 2021 @ 10:09pm 
I've been having some late game crashes and I got an error in my database.log [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag. The string after this error referenced building a thermonuclear device and the text referenced the maintenance cost for the nuke. When reviewing the string, I noticed an extra comma at the end of the maintenance description. Could be breaking it?
Scapeh  [author] 2 Mar, 2021 @ 7:10am 
@RoyalMuffin Thanks for letting me know, I'll fix it when I get some time
RoyalMuffin 1 Mar, 2021 @ 10:31pm 
After the recent barbarian update this mod causes the icon above barbarian encampments to disappear
Scapeh  [author] 11 Jan, 2021 @ 10:54am 
@Sparble I just rescaled the existing ones after copying to project (Via file in the asset editor), the main culprit of no changes being shown in game, your modinfo file needs to include an UpdateArt of the .dep file which is created from the art.xml after building the project - As long as the XLP's and art files are correct it should work.
Probably a really bad explanation but I hope this helps.

Also appreciate your feedback on the mod & glad you like it, thanks!
Sparble 8 Jan, 2021 @ 7:12am 
@Scapeh Thanks for the reply! I tried to rescale the asset (.ast) files of the animations, but when I try to the editor says that I can only modify assets in my current project, so I made new assets based on the existing ones and rescaled them. I included them in my VFX.xlp file and refered to this in my .art.xlp file, however, on impact there was no animation showing up at all.. In the animation assets I can't find any scale modifier, did I maybe miss something?
Also, great mod! I really think it improves the game and adds better balance to it.
Scapeh  [author] 8 Jan, 2021 @ 6:48am 
@Sparble Hey sorry for the late reply, the animations were done by changing the scale in the asset editor and overwriting the vfx.xlp
Sparble 26 Dec, 2020 @ 10:26am 
Hey there, may I ask how you rescaled the blast assets? I am currently trying to do something like this, but either nothing changes in the animations/assets or there are no blast animations at all in game
Scapeh  [author] 10 Nov, 2020 @ 7:18am 
@tcoony321 I may replied to you via Reddit but if you are another person, you can check out the WMDs.xml file in the base game data folder, it gives a basic structure to how they can be added. I believe I also checked in other files such as project, modifiers to learn how it was done etc.
tcooney321 10 Nov, 2020 @ 5:11am 
@Scapeh how did you make this mod? i want to mess around with some other wmd options
Nιɾʋαɳα 28 Aug, 2020 @ 9:04pm 
i just wanted to report man respect for your mod i do mods too it shity and tooks a lot time i know. but yea you need to check range. i made it by changing my gaming datas if anyone only lookes for nuke range etc you can change from data notepads but your mod is cool too thanks for sharing.
Scapeh  [author] 28 Aug, 2020 @ 4:08am 
@Nιɾʋαɳα The range is set to make it further than standard, but not cause it to be overpowered, but I'll check this
Nιɾʋαɳα 27 Aug, 2020 @ 10:10pm 
it seems work except nuke range and i need nuke range up to at least 50 because in huge mod world 15 range is nothing i can't even nuke outside of my country it doesn't work i looked gamedata.sql i saw your update i even changed for more range but doesn't work.
Kronos 22 Jul, 2020 @ 4:10am 
@doughboy9403 I had the same idea and my result is here (it is currently a very early draft) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2174179013
Scapeh  [author] 25 May, 2020 @ 9:58am 
Mod updated for the new Maya & Gran Colombia patch. Now compatible - City banners fixed.
autenimmortal 22 May, 2020 @ 9:06pm 
Hey, so with the latest update this mod now makes my city names disappear. Can you update to make this mod compatible with the updated civ and the new dlc?
Scapeh  [author] 18 Apr, 2020 @ 9:15am 
@Kebab Removal Unit - Sorry for the late reply, but yes a new save is recommended for this.
Drive (2011) 15 Mar, 2020 @ 11:55am 
do i need to start a new game for it to work?
tenthousandimmortals 29 Feb, 2020 @ 2:34am 
@doughboy9403
While I do not know how to do this, you might want to take a look at the Megumin mod. This anime character mod includes a WMD that is powerful but only targets one tile. It also does not leave radiation.
doughboy9403 31 Jan, 2020 @ 11:40am 
I NEED to know how you created this mod. I have been trying in vain to create another WMD type, a small cruise missile that doesn't leave radiation and has a blast radius of zero, but as far as I can tell it is completely impossible. Do you have any advice??? I'm a novice modder and could really use the help.
framusnim 16 Jan, 2020 @ 8:17am 
I'm using the verions of cqui light that is on steam, and the result only appears when I have this mod enabled. I'll grab the one on github and see if that resolves the problem. Thanks for the info.
Scapeh  [author] 15 Jan, 2020 @ 2:17pm 
@framusnim I don't believe anything that I've added would do that, but I don't use the light version myself - Do you have this issue with the mod disabled? + Have you tried using the CQUI mod thats on github rather than through steam, as the steam version is quite buggy at the moment when it comes to other mod compatibility. Thanks for letting me know though :)
framusnim 15 Jan, 2020 @ 2:04pm 
Not sure why but when I install this mod, it breaks cqui light, can't buy tiles or click the x to close the city tab. Just thought you'd like to know
Scapeh  [author] 13 Jan, 2020 @ 9:51am 
Mod has been updated, major bug fixed.
Searching... 2 Dec, 2019 @ 12:18pm 
good job ! i still like original nuk settings but for Castle Bravo 6.0 megatons special thanks .... i hope you not gonna stop on it ur project and made Tsar Bomba 58 megatons ;)
bulldock10 22 Nov, 2019 @ 10:31pm 
there is a problem with reactivate the nuclear reactor dosent return age 0
is good to allow more tha one energy plant but the reactor dosnt work
GG0ld 15 Oct, 2019 @ 11:10am 
Oh heck yes! Thanks for the quick response and can't wait to try it out.
Scapeh  [author] 15 Oct, 2019 @ 10:24am 
@GG0Id Thanks! - I've been using this in my games, and the AI does seem to both build and use the Castle Bravo with no issues if they have the tech and resources to do so.

I do use the real strategy mod though, this seems to make the AI like to use nukes a bit more!
GG0ld 15 Oct, 2019 @ 9:43am 
How does the AI deal with this mod? Do you know if they actually use the castle bravo?

Love the idea btw!
izzy 13 Oct, 2019 @ 3:34pm 
@scapeh a bigger cloud would be sweet keep up the great work.:abomb::iloveityouloveit:
Scapeh  [author] 12 Oct, 2019 @ 5:30am 
@dnarik Yes shouldn't be a problem!
see two 12 Oct, 2019 @ 4:58am 
can we have a separate mod with just the bigger mushroom cloud?
Scapeh  [author] 10 Oct, 2019 @ 10:45am 
@izzy Glad to hear, hopefully you shouldn't run into any issues :steamhappy:
izzy 9 Oct, 2019 @ 9:42pm 
i can say this mod works well for me no problems yet.