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Removes: Bottome Panel Info, Improvement Upgrades and Pioneer unit (all available as individual mods), Developer unit and Well.
Added: Informant and Great Informer units, better "Reform" info (Reform still inactive effect on game at present), Council Of Elders.
Given that mods appear to be reinstalled every time the game is loaded, the revised version WILL break saved games (assuming the reinstall issue doesn't do that already!), so this comment post is intended as a "heads up" :)
I suspect a "well" is likely to be a common building add, so the next update will likely have it removed.
I take it you still have oddities with building info not showing up?
@jeff It may be that one of those mods has had a change since - I deleted my cache the other day, loaded up and, of course, the mods I'd subscribed to were all reinstalled. I'm beging to wonder if that kind of scenario is what's throwing a spanner in the works, especially since a great many of the mods available have been ongoing for a considerable time now.
@zx456564 Click on "Subscribe" and the next time you choose Mods in the opening game menu, it will automatically download.
It may be the case, that Faith will simply be ignored by the vanilla version game and not cause any issues (the icon for it has been there since day one etc), with references made in Tooltips/Civilopedia still being visible and so on.
I'd put it in originally, because I was finding that either the top panel was becoming too crowded, or that one-too-many mods were changing TopPanel files and I'd be left with no clock :)
Ive started using this mod again and forgot how fun it is - Currently i am dabbling into a new form of witchcraft, called LUA. This, the devils evil work will hopefully be merciful upon me as i work to add Era based prereq instead of tech based prereq.
Thanks for the answer - im trying to make a "buildings" based mod of my own and im having a tough time understanding the parameters, but im getting it better.
I have college coming up in a few weeks so i need to excercise my brain from sumemrs break and get myself back into learning condition.
The second requires all cities to have built a Government Office in order to unlock the Central Office.
This is the same setup as not being able to build the Heroic Epic until all your cities have a Baracks, for example.
<Building_ClassesNeededInCity>
<Row>
<BuildingType>BUILDING_CENTRAL_OFFICE</BuildingType>
<BuildingClassType>BUILDINGCLASS_GOVERNMENT_OFFICE</BuildingClassType>
</Row>
</Building_ClassesNeededInCity>
<Building_PrereqBuildingClasses>
<Row>
<BuildingType>BUILDING_CENTRAL_OFFICE</BuildingType>
<BuildingClassType>BUILDINGCLASS_GOVERNMENT_OFFICE</BuildingClassType>
<NumBuildingNeeded>-1</NumBuildingNeeded>
</Row>
</Building_PrereqBuildingClasses>
What is the intention in this line, if i may ask? Also, what is the difference between Building_ClassesNeededInCity and <Building_PrereqBuildingClasses>?
I like how its coming and i can't wait to see reform in action.
After patch 674/G&K changed a things, I had to get an amended version up and running for people to make use of and it was just easier to leave the Reform aspect in at whatever point I'd got to.
I'm still working on it, although it could be some time before it's useable (due to the limited access to the core game files) or could be ditched altogether, if it's too big a job.
Dosn´t say anywhere. Not here, not on any webpage or in the game. It´s like looking for the holy graal :)
Minor issue whereby Influence tooltip would not work if player influence was in minus figures and Minor Civ had not met any other Major civs.
Friends/Allies thresholds corrected for Influence tooltip.
I used to build 3 cities, some archers then rush out the government tree - once i even bought a supreme court. once, me and a friend played with this, and we rigged a map to give everyone 1k culture, 300 faith, 3k gold - and i bought the government buildings with my gold, which in turn gave me the gold i needed for prolonged maintenance.
But for the purpose of a normal game, your right that "tech requirements" are a good thing, i just miss the old way of "get it all now!" I still can't tell you how i built supreme courts and magistrates without even having writing yet... XD
I'm hoping the "Reform" aspect might be able to get tied in to diplomacy, whereby the AI takes a view on how you run your Civ's government, with the Statutes not being locked, unlike Social Policies. It's a long way off and possibly not doable properly until the game code gets released, not to mention I'm not a hardcore modder, but hopefully something will come of it :)