Sid Meier's Civilization V

Sid Meier's Civilization V

Canals
25 Comments
knito 25 Jul @ 1:37pm 
I did as you said. I switched between Community Patch and VMC. Result:

No game breaking dialogs anymore.

Community Patch == Canal breaking. With the CP the canals look like real canals and cost 3 gold/round. But they just stop working. Or don't work right from the start. Ships cannot use most canal tiles.

With VMC installed the canals just work.

Another result of the tests: The community patch patches something that does not need to be patched. The game is better without it. After years of using the CP I see again leaders offering cities to stop war. And calming unhappy citizens is part of the game, too.

Clear mod cache. Switch off CP. Use VMC and Canals.
El Tório 23 Jul @ 7:13pm 
The mod works beautifully with wHoward's Pick n' Choose mod bits (aka DLL-VMC), thanks for having compatibility in mind! Using (passable) fortresses to "bridge" over a hill tile in an otherwise flat landscape allows one to connect way more thing, specially as tectonic-style map generators tend to yield mountains or hills in isthmuses.

Just remember to set your automated workers to not replace existing improvements, or they'll replace the beautiful canal with an ugly trade post :steamfacepalm:

(pairs nicely with Gaia's Training Grounds too)
zai4z  [author] 22 Jul @ 4:24am 
@knito This mod doesn't change dialogue in any way. My VMC does, but if it's doing the same for Community Patch then I don't think this is the issue... maybe try clearing your mod cache and verifying integrity of game files. Then load a new game with just Canals + CP, then a game with Canals + VMC and see what happens
knito 22 Jul @ 4:08am 
With Canals installed leadership dialogs with multiple answers hang and block the game for me. The dialogs cannot be dismissed anymore and the game ends. I have a lot of mods installed including the "Community Patch" which seems to work as a replacement for your "Various mod components" but it is the same result for me if I use either of the libraries. As soon as a leadership dialog with real choices pops up the game is blocked.
Beefy Burrito 9 Jul @ 1:12pm 
can they allow cities that are within one tile from the coast to produce units and make a harbor and lighthouse like in civ 6?
Archer 12 Jun @ 10:44am 
have you tested with VP? i've been playing around and still cant get the canals to function,

they can be built, but they dont provide city connection or let naval units traverse,

naval units can only enter 1 canal tile if it connects to the coast (functioning as a fort/citadel)

in VP's custom mod options global passable forts exists, but not passable forts any

have tinkered with load order as well making sure canals goes after VP
zai4z  [author] 11 Jun @ 3:49pm 
@Archer it might be using GLOBAL_PASSABLE_FORTS in the CustomModOptions

If this is the case, GLOBAL_PASSABLE_FORTS_ANY allows for inland forts/canals to work. This mod should enable this correctly if it's loaded after VP
Archer 11 Jun @ 2:42pm 
After further testing it appears naval units cannot traverse canals inland further than 1 tile, on VP

This is likely because VP codes forts and citadels as canals, with naval units being able to pass over 1 land tile if it connects to another water tile. Since citadels and forts cannot be built next to each other and the canal mechanic for VP is 1 tile max, its likely that this can't work with VP or is a 1-tile max limit, at which point citadels/forts can do the job

Going to try tweaking around VP's built in canal code and revert
Archer 11 Jun @ 2:16pm 
RE: Below

Nevermind, the code suggestion works, just have to change from minversion 97 to minversion 144 (minversion must match the minversion in the voxpopuli modinfo file calling on community patch)
Archer 11 Jun @ 2:05pm 
@Asa Shigure I have doneso and can't build canals. I can place them via IGE but they dont work as intended either.

@zai4z does your response to DarthyKyofu also work for VP?

Have changed minversion to 97 and added said lines to table in the 2 files called out
maxschat 10 Jun @ 1:01pm 
civ 5.5
zai4z  [author] 10 Jun @ 12:16pm 
@Beefy Burrito It's impossible to get naval units to be able to move on land tiles without a DLL
Beefy Burrito 10 Jun @ 11:36am 
Why is Various Mod Components required and how will it affect the canal mod if it's not present?
Asa Shigure 9 Jun @ 3:24am 
Can confirm adding the changes commented below makes it compatible with Vox Populi.
Full Spade 8 Jun @ 1:37pm 
Epic work
zai4z  [author] 8 Jun @ 9:34am 
@Swarm66 I haven't tested, but if it uses Howard's DLL then you can make the changes I commented below, and it should work
CarlmanZ 6 Jun @ 8:42pm 
This mod is neat, am having fun using it :] One small issue is that, if the computer players have a canal built in their territory, they're likely to just build over it with a farm or trading post or something. Is it at all possible to make it that they veer against doing this?
Swarm66 6 Jun @ 11:46am 
does it work with vox populi?
zai4z  [author] 4 Jun @ 2:00pm 
@NopeCopter With some convoluted code, I could make it work in some scenarios I guess
NopeCopter 30 May @ 5:22pm 
Lovely mod, by the way!
NopeCopter 30 May @ 5:21pm 
Hmm, would it be possible to have the AI specifically able to build Canals only on tiles where one single Canal on its own would be relevant? As in, only on tiles with at least two non-contiguous adjacent Coast tiles, or tiles adjacent to both a City and a Coast tile (that aren't themselves adjacent)?
DarthKyofu 30 May @ 3:48pm 
Thanks for the reply!
zai4z  [author] 30 May @ 3:12pm 
@DarthKyofu The AI can't build canals, I can give them the ability to, but they won't have the decision making to form useful lines towards cities and stuff, they would just place them randomly
zai4z  [author] 30 May @ 3:06pm 
@DarthKyofu Yes it can work, in the .modinfo file:

Change this line
<Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd" minversion="99" maxversion="999" title="Various Mod Components [ICON_FLOWER]" />
so that minversion="97"

in Canals.xml:

Add this to the first table:

<Update>
<Where Name="EVENTS_PLOT"/>
<Set Value="1"/>
</Update>
DarthKyofu 30 May @ 2:45pm 
Damn, this is great! Never expected to see a canal mod with working graphics. Just got two questions about it:
- Would it working using the basic VMC DLL from whoward?
- Are the AI civs able to build them? If not, is it possible to make them do so? (As in, 'is it technically possible within what the game allows?', not as in 'can you add that feature to the mod?')