Sid Meier's Civilization V

Sid Meier's Civilization V

Steampunk Era & Cybernetic Dawn
262 Comments
Auroar  [author] 26 Jun @ 6:04pm 
Balloons cannot attack and have more sight points (+6 compared to normal) and more defense than the airbeast (40 vs 30).

Zouaves can capture you just deleted the scenario folders where the capture promotion is defined.

The spy problem is likely unrelated to my mod.

For the building thing I don't know, never happened to me but it could be a thing.
Billy Pol Pot 23 Jun @ 7:51am 
Really fun mod after I was able to make it run with my gorillions of civs on top. Probably the most fun I've had in Civ in a while. Here are some issues.
- Balloon description says it can't attack but it clearly can, I haven't used the unit but the AI uses it as a combat troop.
- Zouaves dont capture.
- After the first spy I can't send other spies to enemy cities.
- Some buildings that require a rare resource can be built before having the said resource. I am suspecting that is because I already had the resource because of an improvement or a city built on it but I havent discovered it.
- Need to balance the airbeast. I don't see the point of using the balloon if the airbeast is there. Especially because it requires no resource.
Billy Pol Pot 9 Jun @ 12:21pm 
I removed the civs like you instructed, Manchuria still shows up in my list of civs. If it's not too much work maybe move the civs to a separate mod.

Thanks for the hard work and looking forward to the next update!
Billy Pol Pot 28 May @ 5:24am 
May or may not be an issue with this mod. On some games, I do not get ancient ruins.
Auroar  [author] 26 May @ 11:21am 
Yeah I know. I thought it did but it probably doesn't.
Billy Pol Pot 25 May @ 3:37pm 
Oh alright. Would be also cool if the AI used the Civ 4 promotions.
Auroar  [author] 25 May @ 10:25am 
Yes it's totally normal. It's not a bug.
Billy Pol Pot 25 May @ 5:41am 
For some reason Hanse is buildable for any nation and I get access to Enlil, Ki etc. promotions. I will see if I can get rid of the bug by deleting the additional civilizations from the mod.
Auroar  [author] 1 Apr @ 4:05pm 
JUST A REMINDER FOR ANY PEOPLE HAVING A PROBLEM WITH THE GRENADIER'S ANIMATION: Please look at the description above, there is a tutorial explaining you what to do. It's normal, the fix is included, you need to manually update one of your game's file.
Auroar  [author] 19 Mar @ 1:38am 
Oh wow amazing that you found the problem and could come with a workaround so fast :o De rien et merci beaucoup aussi ! Should I just replace the conquest.lua content with your texts? Don't hesitate to send a friend request if you want to discuss this or other aspects of my mod.
Davidaf 17 Mar @ 6:41pm 
the remaining implementation, goes below on lines 78 or so, left the original comments in for reference

-- Reset turn of next treasure generation
--(Davidaf - removed the old line and added my implementation using the new variable)
local iRandom = Game.Rand(25, "Delay between natural wonder treasures");
DAVIDAF_iGenerateTreasureTurn = iGameTurn + 25 + iRandom
savedData.SetValue("DAVIDAF_iGenerateTreasureTurn", DAVIDAF_iGenerateTreasureTurn) -- Store in save data
end
end);

And that would be it. Thanks for your reply too Auroar, good to know the mod isn't dead. merci beaucoup for so many hours of entertainment with your mod.

=) =) =)
Davidaf 17 Mar @ 6:40pm 
here's my code:


--(KLUDGE - using an unused modern era CvGame data field as a counter)
--local iGenerateTreasureTurn = Game:GetNoNukesCount();
--(Davidaf - commented the line above for keepsaking and added new implementation using a save dependant storage space for the generatetreasureturn variable.
-- used my name as TAG to avoid any possible conflicts, even though unlikely but just following the wiki guidelines found here https://modiki.civfanatics.com/index.php/Persisting_data_(Civ5))
local savedData = Modding.OpenSaveData();
local DAVIDAF_iGenerateTreasureTurn = savedData.GetValue("DAVIDAF_iGenerateTreasureTurn");
if (DAVIDAF_iGenerateTreasureTurn == nil) then
DAVIDAF_iGenerateTreasureTurn = 1;
end
local iGameTurn = Game.GetGameTurn();
local iFeatureID;

-- Time to generate a treasure?
(wonder list here)
(...)

Second half that goes below the wonders in another message
Davidaf 17 Mar @ 6:38pm 
I found the issue! and fixed it! the issue was inside Scenarios/Conquest/conquest.lua lines 9 and 78. That .lua is using a global game variable regarding nukes that I assume is how many more turns nukes cannot be built, and it's using it as a counter! since that scenario is way older than nuke era so the author never assumed it would be used.(lazy implementation in my opinion)

I first tried commenting those lines and voila, nukes were buildable and manhattan project too, as in vanilla.

But of course this would break the treasure spawns around natural wonders so I worked out a way to get it doing its thing again.

will post in a new message if you want to add it to the main mod(steam character limit)
Auroar  [author] 17 Mar @ 5:46pm 
I'm glad you found something that may be related to the problem. Yet if a project allowing nukes appears to be greyed out it doesn't help us much as a fix to enable the building of nukes. I don't remember having experienced this problem often in late games but when I did some experiments with IngameEditor it indeed happened. Have you tried playing a regular game in late eras to see if it occurred the same way?
Davidaf 17 Mar @ 4:43pm 
Sorry to bother again, I may have discovered something that helps debug this. I've tried changing the apollo program <AllowsNukes>false</AllowsNukes> tag to true and then it behaves in the same way. It shows up but greyed out. Just leaving this here in case it helps. I feel I'm pretty close to finding the issue
Davidaf 15 Mar @ 11:16am 
nevermind, this sadly also happens in single player. It's very weird, I only load this mod, which is amazing and I've been subscribed since 2022, but if I load IGE too for testing purposes. On turn 0, I can found a city, give myself all atom era techs, and the manhattan project is there and can be worked on, I pass 1 turn and it becomes greyed out. If I build the city, pass turn and then give me the tech, it shows up already grey. So something happens on turn 1 somehow that prevents me from building it. Apollo project works without issue. I've looked everywhere in the mod files and cannot find the reason and it's driving me crazy. Was this ever solved? (I just saw someone else had this issue some years ago in this comments thread)
Davidaf 14 Mar @ 4:16pm 
I forgot to add, this only happens when playing multiplayer and everyone has the mod too
Davidaf 14 Mar @ 1:48pm 
for some reason when using this mod I cannot build the manhattan project so I cannot make nukes, any idea why? I checked the files and I cannot find anything that would indicate why it's greyed out. The project shows up, I have uranium, I have the atom theory, but I cannot build it anywhere. Does it have another hidden requirement somehow?
Auroar  [author] 2 Dec, 2024 @ 1:05pm 
Pas vraiment, je ne les possède pas :)
Eliphas_Vlka 2 Dec, 2024 @ 1:02pm 
so, one day i'll try to learn how to mod, do you see problems if i start by inspiring from your mod? i want to make a mod to put the smiko skies civs in a normal game, you're the only mod to do it
Sora 9 Jul, 2024 @ 9:55pm 
Smacking into Pretoria with Atlases and Field Cannons is fun.
Sora 9 Jul, 2024 @ 9:54pm 
I love how strong Egypt is in this <3
Auroar  [author] 28 Jun, 2024 @ 4:45am 
Yes it suffers from some unexplained unstabilities... It's quite uncommon but sometimes at a given turn it crashes. I'm sorry for that
Eliphas_Vlka 26 Jun, 2024 @ 10:04am 
do you know why it always crash when near turn 480? thats the only mod i use and it still crash
Auroar  [author] 5 Jun, 2024 @ 4:40am 
I'm sorry I was convinced I had precised so in the mod's description but turns out I haven't or I mixed the text's versions up.
Auroar  [author] 5 Jun, 2024 @ 4:38am 
Yes there is a readme attached to the mod's files stating how to fix the animation properly (you need to replace a game file that configures animations)
Auroar  [author] 17 May, 2024 @ 12:06am 
No
petrnikola87 14 May, 2024 @ 12:41pm 
I am guessing this mod is not compatible with future worlds?
Serenity's Will 28 Jan, 2024 @ 1:08pm 
Hi, I've been playing this mod with Quick Turns and it seems the Forbidden Palace +10% production for each trade route to city-states doesn't work. I'm only getting the Hanse bonus but not the wonder one at all.
Auroar  [author] 20 Dec, 2023 @ 6:47am 
No, why?
SonShul 20 Dec, 2023 @ 5:16am 
Hello! Are you planing some updates?
Auroar  [author] 4 Jun, 2023 @ 10:30pm 
Yes to me it was quite obvious, I'm sorry I tend to make this mod less and less compatible with others... Thanks again for your fidelity and I'm glad you still like my content over years :)
JOHNCENA 4 Jun, 2023 @ 10:59am 
Hi again. I looked through and I had another mod that added resources and seemed to conflict. Thanks for responding, though.
Auroar  [author] 4 Jun, 2023 @ 6:59am 
Do you play with any other mod along with this one?
JOHNCENA 3 Jun, 2023 @ 7:40pm 
Hey there, I have a quick question. I've played this mod before but recently started up a game with the latest version. I haven't been able to improve any of the new resources, and a quick glance through the file doesn't reveal anything to my largely untrained eye. Any help would be appreciated, this is one of my favorites!
SonShul 22 Mar, 2023 @ 8:06am 
YEEEEEEEEEES!!!!
THAKS!!!! I LOVE U AND YOUR MOD!!!!
Auroar  [author] 21 Mar, 2023 @ 1:49pm 
Fixed.
Auroar  [author] 8 Mar, 2023 @ 10:46pm 
I'm sorry for this problem! I'm currently in holidays but will be looking after it asap.
SonShul 6 Mar, 2023 @ 9:03am 
When you close "liberty" in culture tree you can choose free great person, but the button doesn't open the window of this choose and i can't end turn
Auroar  [author] 5 Mar, 2023 @ 11:05pm 
I don't understand about what choice you're talking I'm sorry.
SonShul 5 Mar, 2023 @ 9:32pm 
When i try to chose the great person the button doesn't work and i can't end the turn....
Annonymouse 10 Feb, 2023 @ 12:52am 
Sorry, I'm at a loss. I've taken a look at all of those mods, and can't think of anything that might cause a conflict. Are you maybe using EUI? I've had compatibility issues with it before.
Regarding your comment on the German empire, I have to agree. I was once playing a game of VP as Germany, France declared war on me, and I eliminated them from play. Sooooooo satisfying.
friend robocat 8 Feb, 2023 @ 7:26am 
currently using only:
- 80 Promotions pack -no DL required (a variant to get rid of skull icons)
- JFD's Civilizations - Netherlands (Wilhelmina)
- Artificial Unintelligence Lite (a variant of)
- ++Antikythera Mechanism++
-Ingame Editor

latest game, turns lasted until Turn 220+ before crash. Managed to see a budding German empire formed in the middle of Terra with IGE Panzer start, was preparing to sack Paris... a shame it crashed then... For some reason the Luddite didn't appear any ships even though everyone was in the Enlightenment Era...
Annonymouse 8 Feb, 2023 @ 5:41am 
Hi @friend robocat
What other mods are you using? That might help with troubleshooting. I've personally never had issues with slow turn processing, although the slow save loading is a bother. Have you already tried the classic fix (delete contents of cache folder, config.ini, GraphicsSettingsDX11.ini, UserSettings.ini, then verifying game files)? If that doesn't work, maybe uninstalling and re-installing all mods might be worth a shot? Hope this helps, cheers.
friend robocat 8 Feb, 2023 @ 4:36am 
please fix the slow loading and turn times, it feels like the mod is horribly unoptimized
Auroar  [author] 17 Jan, 2023 @ 9:25am 
This mod doesn't require anything but pretty much all DLCs.
Matrix 17 Jan, 2023 @ 3:56am 
I want try this mod, but game said "this mod require anothers" so where can I DL what is missing?
mieszko2002 2 Jan, 2023 @ 11:39am 
I had same problem with city-state "Fiume" as last time. This time I also used only your mod to be sure what is source of the problem.
mieszko2002 31 Dec, 2022 @ 12:39pm 
Dear author, please help.
During my last game as Babylon, I was unable to build Chichen Itza. Also, when I discovered the city-state "Beirut", the menu in the upper right corner of the screen got bugged. City-states were no longer visible, and when I tried to click on a city on the world map, the menu for that city did not appear. Also the bar with the name of Beirut was bugged - the city name, city power, influence points were not shown and for some reason both spy and diplomat icons were present. After I conquered Beirut, all the problems described above disappeared except for the inability to open the city-state menu via the world map.
Besides that, I wasn't able to buy crusaders despite having full Piety tree.
Auroar  [author] 22 Oct, 2022 @ 2:36am 
Yes the loading time at the beginning is very slow. I never knew why. It has no consequences for the in-game run.