Sid Meier's Civilization V

Sid Meier's Civilization V

Early Era Archery Buildings
24 Comments
AnOrangeTractor 21 Aug, 2015 @ 9:01am 
Mod works great with a number of other building and unit mods. In my last BNW game I liked to spam OP early era archers in the Information Era to tick off my weak neighbors.
lshipp  [author] 6 Jan, 2015 @ 4:21pm 
And City-States would no longer be able to build Archery Ranges.
lshipp  [author] 6 Jan, 2015 @ 4:19pm 
I am considering an update to this mod whereby every Archery Range requires a player to have built two (2) Practice Ranges somewhere in the empire, and every Artillery Range will require a player to have built two (2) Archery Ranges somewhere in the empire. There would no longer be a maximum cap on the number of Artillery Ranges. Instead, everything would be tied to empire size (and world size). So 4 total cities means 4 Practice Ranges, 2 Archery Ranges, and 1 Artillery Range. The per-turn maintenance costs of Archery Ranges and Artillery Ranges will also be reduced.
Magnumhammer 26 Jun, 2014 @ 8:38pm 
Don't let em be obsolete. These are badass
PsiCorps 17 May, 2014 @ 12:14am 
The in progress and saved games are a sacrifice I am prepared to make in order to get to play the Mods I want. Thanks again for your help.
lshipp  [author] 16 May, 2014 @ 4:29pm 
OK. Just wondering if you had encountered a new problem I was not aware of. I'll also in future refer users to that thread as well. Basically my next advice would have been to delete the Civ5ModsDatabase.db file, since that always seems to work, but at the expense of often killing any game-in-progress because of issues with savegame files.
PsiCorps 16 May, 2014 @ 3:57pm 
I followed the instructions here Civ Fanatics Page [forums.civfanatics.com] the second time around and my issues have gone away. Love the buildings by the way.
lshipp  [author] 16 May, 2014 @ 2:29pm 
could you share what your problem was? The deal with F to Z mods is a bit of a stumper to me. I've had many irritating things happen wrt to mods downloading, but never that one.
PsiCorps 16 May, 2014 @ 9:26am 
I've managed to sort the problem I was having, the Mod now appears in my Mods folder. Going to play now!
PsiCorps 16 May, 2014 @ 7:04am 
Okay, I went back and removed all my Mods, following the instructions found on CivFanatics. I've restarted the game but only the Mods I am subscribed to listed from A to E have actually appeared in my active Mods list and Early Era Archery Buildings isn't among them. None of the other Mods that begin with letters F to Z have downloaded.

Any suggestions?
lshipp  [author] 15 May, 2014 @ 8:00pm 
@PsiCorps

If steam/civ5 still won't synch up and download the mod, there's a more drastic method you can try to brute force it to happen, but you want to have finished with any game you are currently running. This method won't hurt your game software or anything like that, but any saved games you had going beforehand will likely not load properly afterwords. just drop a note here if the darn thing still won't download for you.
lshipp  [author] 15 May, 2014 @ 7:59pm 
@PsiCorps

Got your note. Gotcha.

Thing is, from all my browsing of the workshop the most common problem is folks new to using mods go into the MODS menu, enable the mod (sometimes) after it downloads, and then hit the BACK button and go to Single Player and wonder why the mods never activate. Or they never go into the MODS menu in the first place and wonder why the mods they subscribed to don't activate. Lots of confusion on how to subscribe, enable, and use MODS. Firaxis really could have done a better job in making and updating game manuals to at least try to help a bit with all that.
lshipp  [author] 11 May, 2014 @ 5:42am 
@PsiCorps
Short answer is, it's the way steam works that sometimes mods won't download.

2nd answer is: are you going into MODS as opposed to SINGLE PLAYER, at the point in loading the game where you have these menu choices?

After you select MODS and then click on "I Agree" you'll have to wait a few moments to let the game synch up with steam. If you already have mods you're using you know that, of course, but a lot of people don't. Message back if you're knowledgeable about getting mods to download or if this is the 1st time you've tried getting a mod off the steam workshop.

this tutorial might be of help http://forums.civfanatics.com/showthread.php?t=465972
PsiCorps 11 May, 2014 @ 3:12am 
I have G&K and BNW but this Mod is not downloading despite me being subscribed to it, any suggestions?
m.d.nealy 29 Apr, 2014 @ 1:36pm 
Ok thanks for the link !
lshipp  [author] 29 Apr, 2014 @ 9:36am 
@m.d.nealy,

you could try Sushisquid's Late Game Range units mod. It allows Gatling Guns, Machine Guns, and Bazookas the same shooting range as the earlier archery units. I pretty much always use Sushisquid's mod.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=166115821

I don't really want to disturb the normal upgrade progression with this mod. If other people like your idea and ask me to I'd be willing to offer a seperate mod for Crossbowmen > Cannon. But I don't really want to go to the effort if only three or four people ever are going to subscribe to a mod. I ran smack into that sort of thing with one of my unit-rules-changing mods. Of the two I published, one is doing pretty well as far as subscriber interest goes. The other pretty much got exiled to the Island of MIsfit Mods.
m.d.nealy 29 Apr, 2014 @ 1:20am 
Have you considered making it possible for crossbowman to be promoted ro canaon. I believe adding that update to this mod would make ths very popular.

I'm going to subsribe to this as is because I play a lot of slow games. I don't like sending an invading army into an area that is obsolete well before their mission is complete. Great idea. Thank you.
lshipp  [author] 24 Apr, 2014 @ 4:10pm 
I structured these three buildings so they would specifically not change the effects any other mod-added building or wonder, and so they would not alter the existing Firaxis-supplied buildings or wonders. But that is also why I didn't add more free XP, for example.
lshipp  [author] 24 Apr, 2014 @ 4:08pm 
@dirtydonnelly
yes. these three buildings stack with any effect from barracks, armory, and military academy, as well as any wonder mods that add experience points or production increases. So in a city with the Temple of Artemis you will get the production bump of 15% for the Temple of Artemis as well as the 10% for a practice range and the 20% for an archery range. In a city with a barracks, a practice range, and an archery range you will get +30% production of archery units, and 25 free XP to archery units, as well as the free Accuracy I promo for the practice range.
dirtydonnelly 24 Apr, 2014 @ 3:43pm 
would this stack w a barracks, etc. still?
lshipp  [author] 21 Apr, 2014 @ 10:37pm 
Yes, UNITCOMBAT_ARCHER covers Archers, Chariot Archers, Composite Bowmen, Crossbowmen, Gatlingguns, Machine Guns, and Bazookas. Also all of the unique units that fit within those categories. UNITCOMBAT_SIEGE covers Catapults, Trebuchet, Cannon, Artillery, and Rocket Artillery. So the Artillery Range covers all those siege units.
Toheck 21 Apr, 2014 @ 6:27pm 
There are some "archery" type units in the later eras, I believe. The machine gun and bazooka, possibly? If I'm right, I think you should not make the buildings go obsolete, as they will most certainly still be useful.
Also, don't sweat the artwork. It looks perfectly appropriate.
brad_laces 19 Apr, 2014 @ 11:55am 
I definately thin that the Practice Range should become obsolete with the Gunpowder tech. Maybe the Archery Range could become obsolete with the Rifiling tech.
gvaofg2 18 Apr, 2014 @ 7:10pm 
sounds cool :)