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A side-benefit however was that since the "Advancement" tech required was a ton of science required, espionage (that is based on your most expensive tech) was very slow for the other civs.
- Fixed a bug regarding last update that was causing 'Barracks' and 'Walls' to be disabled in games where the 'No Espionage' box was checked in the advanced setup.
- 'Barracks' and 'Walls' now also act as a early counter-espionage building by reducing enemy spy stealing rate by 10% each.
- Building 'flavor' have been adjusted for 'Barracks' and 'Walls' to add espionage flavor, so the AI will also use them as counter-espionage buildings.
- These changes also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon.
- The Future Tech "Progress" now provides a +1 culture and +1 gold, along with bonus score, everytime it is researched.
I just rememberred too, dont forget to make sure your load order is logical when combining mods from different modders:
In this particuliar case:
<Update>
<Set ObsoleteTech="NULL" />
<Where Class="UNITCLASS_GREAT_WAR_INFANTRY" />
</Update>
Will update the units that are in the game at the moment this mod is activated, if your unique civ mod is loaded after the change, of course it wont get the change.
To ensure this mod is loaded last, Unsubcribe your civ mod and this one then subscribe, download and activate your custom civ mod, then subscribe download and activate this mod after.
If its not the 2 case scenarios mentioned below then its the load order issue.
Again, hope it helps!
So what you are experiencing could be caused by 2 things coming from your other mods:
1) You ae using another WWI mod that alter the technologies that is incompatible with this one, probably by overwriting the code i wrote in the first part of the message about infantry obsoleteness
2) The custom civilization you are using didnt tied their UU to the great war infantry unit CLASS properly, wich is a design problem.
Test the mod alone with the Chateau mod i described (located in the utility list) and you will see a working unique great war infantry in action when used in conjunction with this mod.
So about the 2 case scenario: if its 1) you will need to decide wich ww1 mod you prefer beetween the 2 that are incompatible togheter. If its 2), you should check your custom civ mod code to fix the incorrect unit class inheritance
In both cases, your problem doesnt come from this mod, it is indeed, 'unique great war infantry ready'
Hope it clears it up!
Regards
What this mod do about Great war infantry Class and plastic is this:
<Update>
<Set ObsoleteTech="NULL" />
<Where Class="UNITCLASS_GREAT_WAR_INFANTRY" />
</Update>
It removes the Plastic Technology as a tech that render Great war infantry unit class obsolete, including unique ones, so it wont become obsolete and disappear when researching plastic.
For example, if you are using my Chateau mod, wich replace the unique chateau from France and give them back the Foreign Legion (a unique great war infantry) you can see that they receive their legion properly and doesnt become obsolete while researching plastic.
Hi SniperGW, what you describe isnt a side effect of this mod but an incompatibility with another mod you ae using (maybe another WW1 mod that change tech requirement) or a poor design in the custom civ you are using.
Let me explain, If a custom civ use the great infantry has unique unit, its supposed to be designed in a way that the Unique Unit is tied to the base 'UNITCLASS', indicating that, for example, Foreign Legion is a unique Great War infantry class.
Its a clever way Fireaxis implemented those units since its inherits every properties of its unit class. So if for example i change the tech requrement for Great war infantry CLASS, it will automaticly affect any Unique unit based on this class.
Nope, its a classic cache problem described in the trouble shooting section of the mod description. Follow the step there.
Regards.
Its because you must only enable One Era mod at a time, the one your are currently playing in your game.
The only problem is that for some reason the modern age is the industrial age :C
i confirm you that these mods are functional, i suggest that you double check your mod list first. At first glance you just have more than one Era mod enabled.
Then, if its not that, do all the steps described in the troubleshooting section in the mod description.
Also, veryfy the integrity of your steam civ 5 files with the library tool to do so before resubscribing.
When you resubscribe, only subscribe to Modern Age and start a fresh new game with only this mod enabled. Finally, if you can manage, delete your old save game.
Good luck!
i dont understand what you are asking sir
you mean the tech tree isnt blocked for you?
- Adjusted and scaled the Future Tech Cost to this era.
Np, thx for your suggestons ans interests about these mods :)
- A bug where the Future tech cost was higher than intended has been corrected.
Its released, see the Atomic Era Mod page :)
I agree with you and im glad you like the change :)
Thx for your comment!
thx for your suggestions!
ill realease Atomic this week :)
The 'Infantry' have been moved to the next era and wont replace 'Great War infantry' anymore:
- Infantry now requires 'Penicilin' (unreachable in modern era)
- Great War Infantry wont become Obsolete upon researching 'Plastic'
Heres some personal explanation about latest patch since you contributed with suggestion :)
- After testing and fiddling with all the balance, compatibility and theme possibility for this Era, it was clear the the major theme and balance breaking of the era was the Infantry since it was clearly belong to the next era in term of Unit Combat Strength and Flavor and also because it caused the Great War infantry to become Obsolete. That was the most important and mandatory change for this patch.
- About your suggestion in naval units, i decided not to change them for 2 reason, the industrial ironclad unit wouldnt live up to the task of representing this era as battleship, both the graphics (too small) and the soundset werent fitting for the unit. Also, when you dig into texture swapping, the risk of causing some unexpected bug or ctd goes up. I did it for Ancient era and Classical era and had to repair it many times before it became stable.
Hi kaiju, im currently on vacation for 1 week, ill releae an updated version around 19-20 August
I'd suggest removing the rockets and helicopters and buffing the damage of the earlier artillery/anti-tank/anti-aircraft guns to somewhere between the damage of the two.
Mobile SAMs in particular are massively OP against WWII era bombers.
Thanks again. Work much much appreciated.
Thx for your suggestion, it will certainly be useful since these 2 mods are currently being updated :)
Stay tuned!
I just wanted to echo a few of those suggestions. Modern infantry don't go well with WWI tanks and planes, and, for the atomic era, helicopter gunships, rocket artillery, and mobile SAMs are too 'modern'.
I'd love to see these updated, but don't want to seem whiny. In your own time and in your own way. Thanks again!