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If I want to use all the mods in this collections, is there any simple way to do it?
Or do I have to subscribe each and every one of the 25 and later on enable each one on Civ V?
Because I have quite a few mods now on Civ and its a headache to keep track...
As i said, when modding, you are using a tool provided by the game, the SDK. The premise is that mod wont work in multiplayer unless they change the game to allow it.
Your trick, even if its really interesting and a good initiative from the creators, is in fact a hack. How would i know how the game would react to a hack when the only thing i do while coding is using the normal game code to alter some of the base variable, like a unit strength or a technology.
You say i know the diference beetween my mods, yes, i know that some mods add unit and other add technology for example. That doesnt mean i know why a new unit works with your hack and a new tech doesnt.
Only Fireaxis dev who know what is hidden and hardcoded into the game base dll could answer you, we modders dont know that, civ 5 isnt open source.
Yet for some reason some of your mods work and some of them don't. You know your mods, they don't... you should be able to identify why some of your mods don't work using this trick, or at least have a much higher chance as to why.
Thats a question you should ask where you found the trick/hack to play mods in multiplayer :)
Since the game doesnt support mod in multiplayer, there isnt anything different in these mod that can be done for this.
Except, not quite.
You see, for some reason, not all of the mods work. All of the Scout/Explorer Mods, as well as the expanded promotions works. So does the Polder and Tipi, but a lot of them don't. The Building Upgrade System, Chatue, Brazilwood Camp, Kasbash amongst others don't appear in the multiplayer, despite having double checked everything but the guide to make sure in lines up....
Any idea why some mods work and some don't?
(2/2)
After that, you put a dependency on the original modders's mod and the patch you talk about. That way you wont steal any of his work and you wont hurt the modder userbase by stealing his users too. Also, its a much more efficient approach since everytime i update these mods, your users will automaticly have the latest version instead of being stuck with the obsolete copy.
Making an alterated copy of the mod and rendering it incompatible with the original one isnt the way to go and thats not something i would agree on and will not give my permission.
Therefore i would prefer that you make your own mod and put dependencies on these ones like i explained earlier. You could also link this mod in your Mod page to make life easier for your users.
Hope you respect those criteria if you decide to go forward and distribute your mod.
Regards.
(1/2)
Hi techpriest,
Thx for taking the time to contact me before integrating theses mod's code into another one.
In my opinion, when you make a compatibility patch beetween two 3rd party mods, that is not the desired approach.
It would be much more respectful for originals modders if, rather than stripping the original mods from his code, you make your own mod containing only code that alter the existing objects and database entries of the original mods.
(Something like <Update>BUILDING_CLASS_UPGRADE_X etc..)
this is a classic cache issue, follow the step written in the troubleshooting section of the individual mod description, its easily fixed.
Regards
I do have BNW on my alt acc
Why dont you download em here?
Can you add a mirror download for you mod, I got some problems with my steam and my mac using friend has been complaining since he saw this mod.
You'd really help us. :)
Starting any modded games with any mods in the workshop prevent you from doing acheivements.
to say it here, because it concerns all of your mods.
MY QUESTION:
I cant find a direct download link for these mods. Would you be so kind and add one please ?
I use Linux and Workshop doesnt work on Linux yet, but i can add mods by downloading and copy them into MODS folder.
Thank you.
im glad you feel that way :)
in that case it was easy since what you wanted was already in the mod !
Have a good day!
I thought I always read descriptions before I download but I must be got too excited that I forgot that time :D But thanks! I must also praise that you reply quickly and you are so helpful! You listen what we ask or want and you try talk to make it better for both of us!
Hi, thx for your comment :)
In fact, read all mod description about these mod for chateau , moai etc, they already also give some thing unique to the civ that used to have this unique ability.
All those mod has 2 effect.
1) making the unique improvment available for all
2) giving the civ that previously owned it, some thing unique.
For exemple, for the Moai mod, Polynesia gets the unique building : Marae.
Regards.
Thank you very much for your positive comment, its appreciated =)
Im glad you like these mods!
Il do the mod if it has a unique model, i will investigate right now :)
If i make the wajo, i will have to be consistent for other improvements mod i made (see collection) and not reserve it for Japann.
But its a good idea, i might just release this mod, i still dont know what kind of bonus that additional fortification could give in normal games, Fortress give 50% defense, and Motte and bailey fort mod i made give 25% defense and Damage nearby unit for 10%.
Thx for your comment Cyprus, glad you enjoy :)
Fireaxis didnt implement Multiplayer Mod for civ 5, so its currently not possible as long as far know.
Yes i have all the game content
2 very active and experienced modders are already releasing new civs into the game, they have a lot of material and its very high quality. I dont plan of adding some myself since it can only lead to redundancy, i suggest using their mods! =)