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Thanks! I'm always happy to hear that people are still enjoying my mods even after all these years!
Thanks! I'm really glad to hear you enjoyed the civ. Looking back on all the new civilization mods I made for Civ V, the Kuikuro are actually my favorite! Thanks for the bug report. It's likely only a small typo in the code with the improvement building tag. I'm unsure when I'll be able to update my Civ V mods again, but I'll make a note of it.
@DerEider
I'm unsure why this mod would interfere with City UI mods (its code doesn't interact with those elements). I'll need to look into it more. Thanks for the report!
Then the normal "Produce" button would no longer work.
I still could choose the purchase option and select the "Produce" button at the bottom.
That enabled building normal buildings BUT Wonders no longer could be built ,
since Wonders cannot be purchased.
After much trial & error removing different mods, the problem was solved by removing several mods that affected the City Screen UI. I do not know specifically which mods were guilty, but those I removed included Tofts Flags & BlouBlou's Promotions Expansion, among others.
1) The UU doesn't get an XP bonus from an upgrade the occurs from exploring a goodie hut
2) The Worker granted by the Liberty policy tree doesn't gain the Woodsman promotion, even if the policy is achieved after the House Garden is built in the city where the Worker appears.
-CiD update
-Minor fix to the lua, should still work with the previous version (20) saves.
I love how the UA can be deceptively useful.
It also seems to be compatible with Vox Populi (CBP) :)
You might be interested in checking out Leugi's new Olmec civilization for BNW!
-Compatability update for the CiD and Future Worlds mods.
If you need the previous version, 19, to continue a save, a download link is at the bottom of the description.
I did, though. The upgrade experience is the main ability of the unit and the primary ability I wanted to define the unit. It is also both thematic to the historical unit and functional. Any ability I add on top of that was not meant to impact or balance against the strength of the primary ability.
However, it is still a minor bonus and not deadweight, as deadweight by definition makes things worse, as the bonus can occasionally prove beneficial. It carries on upgrade and gives an incentive to trade for a requested resource at the start of a defensive war. There are also people that use my mods that like to roleplay when playing a civ, and it's good to also add stuff for them.
You are free to not use the mod if you don’t like the design.
Except there’s no need to. I’m happy with the civ’s current level of strength. The main focus of the UU is the upgrade experience, it’s the primary ability that I wanted on it and I would consider the UU functionally complete if that was its only ability. The civ doesn’t need additional strength piled onto it.
The WLTKD is a minor bonus in terms of gameplay, but serves to help balance the civ in terms of the complicatedness of the overall design. The UA of the civ is also extremely simple. Having the UU with only upgrade experience could contribute to the civ feeling overly one-note and straightforward. The WLTKD bonus adds some thematics and counters that feeling without significantly impacting the strength of the UU. i.e., There are other aspects to consider when designing something than just functionality.
It’s a minor thematic bonus to add flavor to the unit, not really something factored into the balance of the civ as a whole.
@mustachewarfare
Citrus is actually a grassland or plains resource. They can appear in jungle because jungle spawns on plains; however, they can also spawn in regular plains tiles. The three resources from the UB are the only resouces that only have a jungle spawn. Which makes them the most likely to also appear near your starting area.
The mod is built around jungle starts which usually have an abundance of food but are lacking in production. The changed resources are also all resources that only appear in jungle areas, meaning you’re more likely to get one or more in your starting area than either deer or wheat.
НЕ ПОЙМУ ВОЗЛЕ КАКОЙ СТАВИТЬ ГАЛОЧКУ И КАК УДАЛИТЬ ОДНУ ИЗ ВЕРСИЙ ?
Sometimes the Steam workshop gets stuck when it tries to autoupdates and never actually installs the new version. Usually, if you unsubscribe and then resubscribe in game from the mods menu it will force the Steam workshop to download. If not, you can use the direct download link at the bottom of the description, putting the file that downloads from it in your mods folder ~/documents/my games/civ v/mods
-Fixed a minor typo in the lua which could rarely cause problems for an AI Kuikuro.
Should still work with the previous version's saves.
I made a post about it on civfanatics shortly ago:
http://forums.civfanatics.com/showpost.php?p=14286539&postcount=1970
- Misc. bug and mod support fixes reported since launch.
If you need the previous version, 15, to continue a save, a download link is at the bottom of the description.
I'm not sure what you mean. This mod does not delete any other civ.
That's not a bug specific to this mod. It can occur with any mod if you start a game without properly clearing the database of the previous game. Civ is supposed to (and usually does) do this automatically, but will randomly just forget to do it sometimes for whatever reason. It usually occurs if you play a game and then start or load a second game with a different set of mods without first restarting civ v. It can also occur if loading a mod game without also loading all the mods used by the inital save.
This, I presume, would be from all the Jungle? Then that's nowhere near specific to it.