Sid Meier's Civilization V

Sid Meier's Civilization V

Units Wake When Upgradeable
28 Comments
calcul8or  [author] 5 Aug, 2016 @ 3:43pm 
You can go into the WakeUnits.lua file and change the settings to turn off units waking up. That's how I play myself. Clicking on the notification will show you the unit, so you can decide if you want to upgrade it or not.
Prof. Pardal | Chirp Mess 5 Aug, 2016 @ 1:23pm 
@calcul8or the mod assumption is really good. Everybody wants to have an uptodate army. But I didn't like the way the mod do, waking everyunit that can be updated everyturn. This is really annoyng, sometimes I make my decision to wait for something else, have more money or a different social policy. And, theres a signal da pop ups in the right side for everyunit! Should be one for everyone.
EldoRhaan 17 Jul, 2016 @ 7:19am 
Hi finally it's because it works only on a new game, not for a game started without it. :)
calcul8or  [author] 13 Jul, 2016 @ 5:52pm 
@EldoRhaan☧ - it could be. I only have English text
EldoRhaan 13 Jul, 2016 @ 3:07am 
Hi, seems to be a great mod, but for my part, this is not working, I don't know why? Is this because I am in french language?
Hyllysakari 4 Jul, 2016 @ 1:21pm 
Great time-saver :) Thank you!
Wraithinthenight 1 Jul, 2016 @ 5:10pm 
one time i found one of my anchint era warriors with a x com squad
SiegeSquirrel61 8 May, 2016 @ 7:09am 
I have that upgrading problem SO much...
In Civ 3...
j.jamo5 7 May, 2016 @ 1:13pm 
SwEeT
calcul8or  [author] 5 May, 2016 @ 6:39pm 
It is simple. Personally, I play with notifications only and not actually waking them.
weregamer 1 May, 2016 @ 9:33pm 
Hmm, good idea but this straightforward implementation assumes you always want to upgrade everything.

What you really want to do is look for sleeping units that have just become upgradable. So if I put one back to sleep it won't keep waking up.

Alternatively, take a different approach entirely and add a UI button for "next upgradable unit".
AbledHalfling15 15 Apr, 2016 @ 6:54pm 
good idea for a mod
struan233332 15 Apr, 2016 @ 9:04am 
@calcul8or i suppose, but when you play huge maps with hundreds of units it takes for ages to end a turn.
calcul8or  [author] 14 Apr, 2016 @ 4:39pm 
@Straun - I suppose so, but i don't quite see the value in that
struan233332 14 Apr, 2016 @ 9:53am 
Hey, would it be easy to make a mod like this but it automatically makes all units go to sleep at the start of a turn?
Wine 13 Apr, 2016 @ 9:13pm 
Amazing mod man:d2axe:
NerdExtrodinare 13 Apr, 2016 @ 4:24pm 
Good idea.
calcul8or  [author] 13 Apr, 2016 @ 4:09pm 
@Dankmeister - I have no idea, sorry.
Haftklamrar 13 Apr, 2016 @ 11:31am 
Does it work in multiplayer?
calcul8or  [author] 11 Apr, 2016 @ 5:45pm 
Thanks!
Eating Pancakes Right Now 11 Apr, 2016 @ 2:43pm 
I love mods like this. They add or fix a tiny detail of the game that ends up having a huge impact on play. Thank you :D
evilcowboy 10 Apr, 2016 @ 12:07pm 
amazing
Tsuruking 10 Apr, 2016 @ 11:53am 
I see. Thanks!
calcul8or  [author] 10 Apr, 2016 @ 10:27am 
It will. That's why you can set for notification only if you'd rather not have it wake up. :steamhappy: Sometimes you don't want to spend the gold or resource on that unit. Open the WakeUnits.lua with a text editor such as Notepad++ to see how.
Tsuruking 10 Apr, 2016 @ 9:30am 
If unit is ready to upgrade but you set it back sleep etc will it wake again every turn?
calcul8or  [author] 10 Apr, 2016 @ 9:25am 
lol, thanks
Lightningkeeper 10 Apr, 2016 @ 9:00am 
Good mod. You should fix the typo in the title, though.
Silverfishv9 8 Apr, 2016 @ 8:58pm 
to answer a rhetorical question: many times. This'll be a helpful addition.