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I have fixed it here and have been playing with CBP and reached Atomic era and so far there was no crashes related to this mod.
I'm not going to make an update just to remove the CBP block, mostly because my local project files have been left in the midst of an update for like a year now and would require finishing. However, you can remove the block by doing the following:
1. Navigate to the mod folder (in My Games/Sid Meier's Civilization 5/Mods/)
2. Open Hyperdimension Neptunia - Ultra Planeptune (v 2).modinfo in a text editor
3. Delete everything between the <Blocks> and </Blocks> lines
I can no longer guarantee my mods will function properly with the CBP active, though.
someone who can code all this cant understand basic logic.
I have noticed a huge surge in the amount of insecure children who get triggered by anime lately. Only serves to make me want to upload more of it.
The sheer amount of effort and game changing content in this mod means that it is utterly effortless to look past the stuff I hate about it (of which there is plenty), and utterly adore the mod for what it is gameplaywise. This is bar none the best mod civ I have ever seen from a gameplay perspective, even if it does need balancing, and I say that as someone who dislikes every art asset it contains.
Wow, glad to hear such a glowing comment. This is one of the civs I'm most proud of; great to see the coding that went into it paid off.
I'm not a fan of the art design, or the series this is from at all, but this is the single coolest civ concept I have ever seen from a mechanics standpoint. Just, holy crap this is so, so cool. Alternating between blatantly overpowered (Iris with full dolls is borderline gamebreaking) and exceptionally weak (auto rebellion suuuucks) in a controllable fashion. Multiple additional systems bolted on... just... holy crap this is amazing.
but you ave to have all the main dlc to use it then install to Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC (by install take folder and place here) everyone has to have it for it to work only one modpak will work at a time also the download needs firefox or chrome to get
https://mega.nz/#!Q15kGRbK!TxGN6TPykaR97GA3wyvrJLeP3plLl9pmtNt_cWXCUUM
You most likely aren't going to see new Civ 5 civs out of me unless 6 is a total trainwreck. Which is totally possible, but I'm trying to be optimistic.
However, a pretty sizeable update to these civs is in the pipeline.
Just thought you finished your job as Civ 5 modder forever.
@GOD_OF_MAYHEM
I'm starting to consider getting Civ 6 on release, mostly to make my modding e-peen erect again since I'm getting a little bored lately. Depends on my financial situation in october.
already try deleting my cache and restarting the game, and still now working :\
mod that i use :
(BNW) Leugi's Barbarian Inmersion Enhancements Version 1
Hyperdimension Neptunia - Lastation Version 3
Hyperdimension Neptunia - Lastation mk2 Version 6
Hyperdimension Neptunia - Leanbox Version 9
Hyperdimension Neptunia - Lowee Version 7
Hyperdimension Neptunia - Planeptune Version 8
Hyperdimension Neptunia - Planeptune mk2 [BNW] Version 8
Hyperdimension Neptunia - Soundtrack Version 1
Hyperdimension Neptunia - Ultra Planeptune Version 2
InfoAddict Version 22
Ingame Editor Version 39
Less Warmonger Hate Version 10
Map Labels Version 6
Sukritact's Events and Decisions Version 3
Unique Cultural Influence Version 4
Hyperdimension Neptunia - Core Files Version 7
Lua log files : http://pastebin.com/CB8wn4Zs
Rom&Ram and Uzume are the final. I beg you.
Not on its release. I'm going to wait for a complete edition with all the expansions before I pick up Civ 6, so don't expect anything out of me on that front for a long time.
No plans to do any more nep civs. The workshop is flooded with them and I don't follow the series as much now.
Also wondering if you were planning on doing a mod for Peashy/Yellow Heart? After Rom/Ram and your break ofcourse
@MCL Hatchet
The only thing I'd plan on changing about the resistance is that it needs a notification; currently it just kinda happens. Also, Animated Dolls don't count for deaths towards breaking Weapon Dolls since I know they are an easily killed unit. And as far as the influence goes, considering you will need to be beating the AI in both shares and military to get every City-State to love you automatically, I don't see it as too big a problem for now.
@Magni
There might be conflicts with some of my older, non-Neptunia mods, if you happen to be using those. (This may be the one fix I post before June.)
@Forst
Daycare was already nerfed tremendously in the first patch; while it will still give you more overall food than a Granary, it generally averages to be around 2-4 more food per turn over the lifetime of the city. Which is good, but not brokenly good.
It might be another conflict that I didn't fix, but I have to dismiss any notification about the dolls before I click the button on top or there is a high chance it will crash the game when I click the button. It only started happening mid to late game too.
Another couple things I want to point out is that I think the Weapon Dolls break too quickly and Iris Hearts influence with city states is too powerful. The Animated Dolls can usually be killed in two hits and the Weapon Dolls break in 4 deaths so you need a lot of Weapon Dolls. You also cannot build the special dolls very fast early game. Reguarding the high influence, I played on Epic speed and for at least the last 200 turns of my 500 turn game; I had max influence with all city states with nearly no effort.
This might be a mod conflict with some of my other Civs I haven't updated in some time (big offenders: Emiya, Nanoha). Or possibly other mods which use outdated versions of TableSaverLoader.
Animated Dolls are basically there to swarm the enemy and make it impossible for them to move where they want to easily. Even though they're going to get one-shotted by most Medeival and later units, it will still consume movement and attacks of the enemy units. Paired with a Weapon Doll, the sheer numbers can be a nightmare to deal with.
I'm not so sure I want to allow creation of teamed leaders' dolls. The DoF requirement is there as a balancing point since leader dolls are strictly better than the generic ones. Being able to make leader dolls from turn one, especially if they have a super good unit promotion attached to them, might be too good.