Sid Meier's Civilization V

Sid Meier's Civilization V

Touhou - Probability Space Hypervessel
42 Comments
蘑菇蘑菇炭 3 Mar, 2019 @ 10:25pm 
sometimes I press "next turn" or return to menu, and the game crashes, why?
Johnny 2 Jun, 2017 @ 7:22am 
Redownloaded, same things happen.

Confirmed it happens to the AI too, probably what caused these crashes I said at FW comments.

So it can be:
- A conflict between the two mods (I have no idea about modding, but maybe one mod is replacing things of the other or something like that).
- Something about my game (re-downloading should fix it, but don't want to, at least soon, my internet sucks).
- Something about my computer.

At least now I know what exactly was it...
Johnny 2 Jun, 2017 @ 6:10am 
With only this mod activated, I only got one crash trying to get the (supposed) conditions, and tried several times. I just saw that the "science for war" msg doesn't appear every turn, and that may be causing it not to crash, or that single crash could just be the game going dumb, since it didn't happen again after reloading (it's a complex game, random crashes without reason may happen and even more with mods).

With only this and FW, it crashed after declaring Enrico (my test subject xD) and one turn left for the next research, 3 out of 3 crashes. WTF?

Again, this could be just coincidence or just happening to me. I'm gonna delete and download again both mods and try again, but how the heck could FW interfere with this mod in early eras? I'm confused.

Didn't try the thing about AI Yumemi yet.
Johnny 2 Jun, 2017 @ 4:48am 
Also, the random crashes i had when playing with many other mods activated, not only 6, were very similar. Crash after pressing next turn, same after reloading, and changing my decisions that turn didn't prevent the crashes. Yumemi was in that game controlled by the AI (for sure, I chose her manually, I like pro-science civs in my Future Worlds games), so I will also check if it happens to the AI. To be sure: find her, declare war on her and wait a few turns.

SORRY FOR THE BORING WALL OF TEXT.
Johnny 2 Jun, 2017 @ 4:47am 
Reload previous turn. Do the same except selecting Architecture instead of Acoustics, so that Acoustics gets developed but the game selects automatically something else and doesn't ask for it. Press "next turn". Succesfully reach the next turn with Acoustics researched.

I think it's pretty clear, but I find it strange that nobody else mentioned it, so maybe it only happens to me?

I doubt Future Worlds has anything to do with it, since it was in Renassaince era, but I will try following the same steps in a new game with it deactivated, just in case.

Comment too long again.
Johnny 2 Jun, 2017 @ 4:46am 
Hello,
I don't know if you remember, but some time ago I posted a comment on your "Future Worlds" saying that I had random crashes and that I thought it was that mod conflicting with another one. I didn't play in a while, but now I took it back and found something interesting about this mod.

Playing a game with only 6 mods, more or less, Future Worlds included. Turn 11X (around Renaissance era, nowhere near future yet) .Press "next turn", crash.

Reload previous turn (I have autosave for each turn). Do exactly the same. Press "next turn", crash again. (This twice)

Noticed the icon saying "you get X science because of war between these nations".
Also noticed one turn left for Acoustics.

I thought: maybe using the same icon for "your science because war" and "select next technology" is causing conflict.

Comment too long, continues on the next.
[AO]End of Hero 11 Aug, 2016 @ 1:38am 
Ah, I am using EUI. RIParoo. :(
As for how many other mods... probably about 100. Other than infoaddict, they're almost exclusively other new civilizations.
bouncymischa  [author] 9 Aug, 2016 @ 8:31pm 
@[AO]End of Hero: Hmmm... given that the mods work for me normally, I'm guessing that there's likely a conflict between them and another mod. The Tanuki mod, for example, will conflict with some mods like Enhanced User Interface because of the way I had to code the special mission their UU has.

The bugs you're getting with the Probability Space Hypervessel are weird, though, as the mod doesn't really do much that should conflict with other mods. How many other mods are you using? Does the mod still cause problems if it's the only mod active?
[AO]End of Hero 9 Aug, 2016 @ 11:51am 
Hey man; loving most of your Touhou mods but I've had two major problems. The first is for the Tanuki. When I have that mod installed and active it makes my units unselectable. The second is with this Civ (Prob. Space Hypervessel). When this Civ is active, I don't get popups for loot huts, I don't get popups for meeting a city-state, and I can't use the science alert button to go to the tech tree. Look forward to getting my Touhou on; good luck with the mods!
Kibichan 2 Feb, 2015 @ 6:42pm 
I've loving all you Touhou mods. they are well balanced and have very different gameplay I think this is one of my favotires thought I'm more of a Oni fan.
Gesh86 10 Oct, 2014 @ 8:36am 
Just finished my campaign as Yumemi and I can say that I had a really great time. Both the zealous building of laboratories as well as warmongering / hunting barbarians for the sake of science really gave the civilization a strong, memorable identity.
I'm not informed if the game will be modable, nor do I know if you will even get it, but I can picture the Probability Space Hypervessel in the upcoming Civ Beyond Earth well. A perfect fit for a sci-fi scenario if you ask me :).
Yoshiquest 4 Oct, 2014 @ 10:22pm 
um, mind if I ask if you can make a dlc version of this mod? (so it can be used in multiplayer)

So far I was able to figure out how to implement the xml files, but the lua file adding is vague info and sql file information is just non-existant. Could you help? Thanks
bouncymischa  [author] 15 Sep, 2014 @ 7:14pm 
@Gesh86 I'm glad you were able to get it to work! Sorry I didn't respond earlier, but MS-06S got to it before me (even though it took 2 weeks... ^^;) I suspect the Civ 5 mod downloader is notoriously finicky. I have started putting my files on dropbox as well, so I'll have to start including a link to them as an alternate download...

Hope you enjoy the civ, though!
Gesh86 14 Sep, 2014 @ 10:18am 
@MS-06S That did the trick. Thank you so very much! I'm glad I checked back and didn't just say "whatever" to this mod. It sounds really intriguing.
✧Starshadow Melody✧ 3 Sep, 2014 @ 1:38pm 
I want a G&K version...
RElentless 27 Aug, 2014 @ 1:36pm 
To fix that Gesh8 try deleting the "Civ5ModsDatabase.db" from "Documents\My Games\Sid Meier's Civilization 5\cache."
Gesh86 15 Aug, 2014 @ 4:56am 
Even after countless un- and resubscribing, Steam simply will not let me download this mod. Twice, it seemed like it would, but it only ended up crashing Steam. It always tells me that some games need to be restarted to begin the download, but I don't even have any games open. It could be an issue with Steam itself, but I really wouldn't know.
Do you think you could perhaps provide an alternative, external download-link in the mod-description? It's my best guess for something that would be the most likely to help.
Retrokinesis 3 Aug, 2014 @ 4:50am 
Great mod, Research Assistants with Survivalism III are amazing. I did notice one bug though: the Tech Citadels, unlike normal Great Person improvements, don't connect any strategic resources they're built on. In fact, they give you NEGATIVE strategic resources. I had 0 coal, built a Tech Citadel on a 5 coal space, and somehow ended-up with -5 coal.
null 2 Aug, 2014 @ 7:04am 
have ape or flac for the music?
bouncymischa  [author] 31 Jul, 2014 @ 5:56am 
@MS-06S: Also, I'll make a point of detailing how the labs work in the civilopedia more. (It's been tricky figuring out just which text strings are supposed to be the civilopedia text, as opposed to the help text and such...)
bouncymischa  [author] 31 Jul, 2014 @ 5:56am 
@MS-06S: I assume you got Research Assistants with upgrades they didn't originally have? (Like an RA that was built before you got a Library getting it?) It's a bit of a bug, in that the code I use to detect when a unit is built also fires off anytime the unit graphic is spawned on the map (for example, when a unit disembarks from a boat onto land). So there are instances when a unit may gain the promotions at a later point than after it was created (such as disembarking into a city with a Library). There -are- ways to avoid this issue, but they're somewhat kludgy, so for the time being I left the 'buggy' version in, allowing players some means to 'upgrade' existing units with newer promotions. I could probably update the Civilopedia to mention the possibility of this occurring, though, until I find a better fix.
bouncymischa  [author] 31 Jul, 2014 @ 5:52am 
@Megatron and MS-06S: Yeah, I ran into some confusion with the icon for the "science from wars" effect myself, and had considered using the "new tech era" icon as an alternative but didn't get around to it before posting the mod. There do seem to be some issues with the button appearing/not appearing at appropriate times, but I'm still learning my way around the UI end of modding, so it'll likely take some time to resolve. I'll change the icon in the next update, though, so it'll be less confusing.
bouncymischa  [author] 31 Jul, 2014 @ 5:49am 
@LAMBENT LEVIATHAN: Thanks for the comment! Although I think the real kudos have to go to Lord Tirian for the buildings from the Cybernetic Conciousness Cityset he made for Civ 4. I just converted them to Civ 5. The next few civs I make will unfortunately be more fantasy than sci-fi, but I still do have a bunch more sci-fi graphics to use... so I may give some thought to making something that could use them. I did experiment with an extended future mod at one point, and I've seen some discussion of a Mars colonization mod as well...
Koto Neko 31 Jul, 2014 @ 4:26am 
Я бы автора расцеловал за эти моды
ОНИ ШЕДЕВРАЛЬНЫ!!!! (Говорю от лица РУССКОГО ТОХОФАГА!!!!)
RElentless 30 Jul, 2014 @ 1:20pm 
Another suggestion: have some type of notice about how you get Researchers with upgrades such as Mnemoic Enhancement and Tactical Uplink (I don't know how I managed to get those on my researchers)
RElentless 30 Jul, 2014 @ 1:16pm 
Perhaps have it not share the Science hotbutton that is used by the game to tell you that you're not researching something to you can dismiss the notice. (Maybe rig up an alert using the icon? But not that responsive button)
RElentless 30 Jul, 2014 @ 1:15pm 
The notification for Science Boost From Wars notification looks to have become stuck even though the powers involved are at peace. I am unsure if I'm getting a science boost still but it looks like that might be a bit of a bug
LAMBENT LΣVIATHAN 30 Jul, 2014 @ 1:10pm 
I'm genuinely surprised that this civilization fits the Alpha Centauri map more than the AC civs themselves, good work, i'll keep an eye on your next civilizations, especially if its other with centered around Sci-fi.
RElentless 30 Jul, 2014 @ 11:56am 
About the Labs maybe add in their civpedia about how they will become become hubs (what tech needed to make the change and what the hubs will become)
Genyatron 28 Jul, 2014 @ 5:22am 
Oh, and it call me Lord. Apologies for being a scattertought and making 3 comments, I'll stop now.
Genyatron 28 Jul, 2014 @ 5:20am 
Oh yeah, sorry for double post but right clicking doen't work on it either but saving and reloading doesn't work either because next turn it returns.
Genyatron 28 Jul, 2014 @ 5:15am 
Hi! So I played around with it for about 2 days and it's all good. I think this is balanced enough, art is good and the improvement model is good too. The only thing that bothered me is that when there's a war and you get science from it the notification doesn't disappear. You know that large Science symbol. I recommend you change it to the little icon which displays when another civ enters the next age. Other than that I enjoy this civ from all of your touhou civs.
✧Starshadow Melody✧ 26 Jul, 2014 @ 1:29pm 
Make a F**king G&K version!
bouncymischa  [author] 26 Jul, 2014 @ 11:35am 
@derekl5000: I do wonder if one reason for the perceived difference in effectiveness between Research Assistants and Warriors is because the Research Assistant gets Recon promotions instead of combat ones. It's fairly easily to level up a Warrior to get Drill I or Shock I to improve their performance in combat, but RA's only get Scouting or Survivalism. Still, a Research Assistant with Survivalism III is a fun unit, because they can take quite a beating and still recover quickly.

As for the Laboratories, while the Labs themselves don't get any later game bonus, the Hubs all get bonuses in the Industrial era. The Commercial Hub gets +1 Gold and +1 Science with Scientific Theory, the Industrial Hub gets +1 Production and +1 Science with Electricity, and the Biology Hub gets +1 Food and +1 Science with Biology.

Thanks for the feedback!
MalignantCookie 25 Jul, 2014 @ 7:07pm 
This Civ is great. Really makes you want to start/incite wars to take advantage of the Civ's UA. The unique promotions for science buildings are great as well. However, I noticed that the UU, Research Assistant, seems weaker than the warrior. Even though it has the same combat strength as other civ's warriors, it always seems to only fair slightly better than the normal scout.

Intended?

Also, might want to give the UI, Laboratory, another boost later in the tech tree(or even just make the first stronger) as it seems to fall off in terms of yield in late game. It feels solid early game and mid game, but late game feels a bit weak once other UI's get boosted. Just another point of yield would be enough, imo. Even pushing the boost to Scientific Theory and making it a bit stronger would be ok.

Overall, very good mod. Good job!
✧Starshadow Melody✧ 24 Jul, 2014 @ 1:42pm 
MAKE A G&K VERSION.
DarkScythe 23 Jul, 2014 @ 6:48pm 
@ketaro_su
In general, you shouldn't try to alter the mods used by a saved game when loading them; Altering the list modifies the load order, and the game internally cannot "find" the proper ID's for stuff anymore, I believe. See if you can play with this Civ enabled in a new game.
ketaro_su 23 Jul, 2014 @ 5:08pm 
Mind you this is trying to load a game that doesn't have this Civ in it, too.

Which is confusing me the most.
ketaro_su 23 Jul, 2014 @ 5:07pm 
Wierd.
I turn this mod on and when I try to load a game, my game crashes with a runtime error.
I turn this mod off and everything runs fine.....
I don't even know what could be the problem. Having too many mods probably can't be it, no?
隔壁老王 21 Jul, 2014 @ 6:56am 
Cool and interesting UI.
bouncymischa  [author] 21 Jul, 2014 @ 5:48am 
@Magnumhammer: The flowers are the Perfume luxury from Barathor's More Luxuries mod. As for the citadel/fortress XP mod, I implemented Yumemi's citadel bonus a couple of weeks ago, and only noticed the mod on the workshop last week, so I haven't really had a chance to test it. Seeing as Yumemi's UA replaces the regular citadel with a new "Tech Citadel", though, I'm guessing there wouldn't be any conflict issues, as Yumemi doesn't modify the base citadel, and the XP mod won't modify the Tech Citadel.
Magnumhammer 20 Jul, 2014 @ 11:03pm 
This is cool but what's with the flower luxuries in the pictures? Are they spawned near thus civ? Also is this mod and it's citadel xp UA compatible with the mod that adds xp to units on citadels and forts? Btw great job.