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One of the primary problems I encountered was dinosaur units being completely omitted, and replaced by the weak Early Brutes. They spawned in camps, outside of camps, wherever they damn well pleased. After taking out CSE and a few other large mods, I solved the problem but realized that this is something of a standalone for evolutions.
Still fun, remained subscribed.
Check that you have not made a typo error in editing the ModBehaviorControl.xml file. Doing this on purpose is the only way I have been able to replicate a failure of the code to spawn the wild animals, other than selecting "No Barbbarians" in game options.
Configuring Mod Behavior [forums.civfanatics.com]
Make sure your edit(s) are exactly as I have shown for each line you may have edited.
I can't replicate the problem. Setting <ConvertBarbAnimalsWhenAllObsolete> to "false" has no effect on the spawning of the units, with or without Really Advanced Setup running as the only other mod, and with or without extra starting units specified in the RAS setup screen.
Are you using EUI or any other mods that are packaged into the game's DLC folder ? And have you updated the game to version 279 ?
Shutting off standard Barbs as they spawn from camps will not really be possible, though since so much of that is hardcoded into the game's logic. All that will be possible will be to replace the usual Barb units with Wild Animal units or the 'early brute unit' used in the mod so far as what spawns within Barb camps.
Since I need to issue an update to remove the possibility of a conflict with Mez's Jurassic Park Wonder Wonder, I'll look into adding that possibility into the pre-provided 'Configuration' choices. I may not however be able to figure out everything I need to do before I issue the update to not conflict with Mez.
As long as I am looking into it, I will also look into pre-providing a method to only ever but always spawn mammals as an alrernative.
Yeah, if what you want is for the Dinos to just keep spawning for the entire game (and Mammals to not spawn ?) then there'd be some medium-intense work required to make that happen. Probably you are doing something wrong that is disabling the effect of the mod altogether.
Make sure you are also not using an outdated mod that has a custom dll.
When trying to configure the behavior of the mod, only make changes in the ModBehaviorControl.xml file unless you are really familiar with Civ5 modding and you know what the likely effect will be of editing anything anywhere else.
If you are using the original Prehistoric Era mod, there might be a mod-conflict.
For both PreHistoric Era Reborn and Ultimate Eras, the Dinos should stop spawning when 70% of major players have researched Agriculture. This is pre-built into the compatibility file for these two 'Era' mods. The original Prehistoric Era does not have compatibility built-in because the original Prehistoric Era has problems as I recall with BNW.
See the CFC thread for more detailed instructions on making the Trex more powerful while leaving all other units alone.