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FYI I still have no plans to mod it again unless I could be sure that I could relatively easily get it back to as it was before the game patch broke it, and probably not even then; I've been playing quite a bit of Civ V recently and consider it a better game so I'm really waiting for VII. When that comes out I'll certainly at least look into recreating this, but only if they give us comprehensive help with the modding and commit to not breaking stuff with later patches.
You will no longer need to us my enable all leaders for this to work. Is now compatible with Rise and Fall and Gathering Storm. Jedi units are no longer invisible and their animations work. Crash to desktop has been fixed, except for when exiting the game to the main menu it may crash. There is still a bug that is preventing padawans from spawning but instead of crashing the game it just ignores it, and then may crash when you exit. Buying Jedi units with Faith works fine. I also added moment illustrations.
@civilization If you decided to release an update beyond file replacement please make sure to check mark compatibility versions inside modbuddy project properties as it overrides the hard coding in Jedi.modinfo
I'm no expert at fixing this sort of thing so I will await further developments
Could someone please test this with R&F and Enable All Leaders again and tell me whether it works please?
<ActionCriteriaData><![CDATA[<ActionCriteria><Criteria id="LeaderCriteria"><LeaderPlayable>StandardPlayers::LEADER_LEXINDRI</LeaderPlayable></Criteria></ActionCriteria>]]></ActionCriteriaData>
Delete all of that. Save file, re-open with ModBuddy and rebuild everything. That should make this issue go away for good.
Open modbuddy click on project and jedi properties. Select In-Game Actions. Click on one of the items in the list. Click on Criteria down arrow and remove the LeaderCriteria. Do this for everything. Save, Rebuild and it is supposed to be gone.
But modBuddy is broken. I don't know why but for whatever reason the criteria still remains. The only sure way to remove it is after you build the mod edit the file and remove it yourself. If you edit Jedi.modinfo look for
<ActionCriteria>
<Criteria id="LeaderCriteria">
<LeaderPlayable>StandardPlayers::LEADER_LEXINDRI</LeaderPlayable>
</Criteria>
</ActionCriteria>
Delete all of that. Safe the file and then upload it. It should now work when enable all leaders is also enabled.
I do not have Rise and Fall
Otherwise the mod is stable for me and fun especially since I'm a SW fan :)
I like the advantages that the mod brings! I'd definitely give it an 8/10 still.
However could someone please test it with Enable All Leaders for Rise and Fall ?
4/3/2018
if only useing this mod so its a mod v mod compatibility issue \
please update for raf cause it fixxed itself
whatever jedi are a great addition to any game
i got raf and was sad this does not work anymore...
Since one of the game updates the mod has ceased to work. Until that issue can be or is rectified I see no reason to update if for R&F.
However, it's not that simple: I think the game is fundamentally flawed so I doubt I'd buy R&F, making modding for it problematical.
Note that I'd encourage anyone with modding skill who'd like this mod to work again to please take a look, and if someone finds a solution I'd love to implement it and of course give credit. However, I have become too tired of the lack of modding support to make further attempts to resolve this very confusing and frustrating issue myself.
Just a reminder that AFAIK (though I haven't played since the new features were added) this mod does NOT work any more because the Jedi Knight inexplicably stopped working with one of the base game's earlier updates.
But when building the Jedi Dojo there is something wrong with the placement. It appears 3-4 tiles away from the encampment. Making it visible in fields or other districts and leaving an empty space in the encampment
I tried a few things to gather info:
- This affects both later units and their ranged attack
- This affects both upgraded units and newly faith purchased units
- Units can still attack (ranged) cities and fortifications
- Units can still capture civilian units like workers and settlers
As noted in earlier comments the Jedi Knight unit no longer works.
I have no idea why. I compared it to the setup for the Archer unit and can see no distinction that makes a difference when I try to emulate it. Given the total lack of official support for modding I doubt I will ever be able to fix this. It's been a long time since I made this mod. Sadly though I could possibly reverse engineer a solution eventually I became tired of the total lack of support and having to reverse engineer stuff so I gave up modding and given the obscure nature of this issue I'm not prepared to dive in again.
If anyone who has subscribed can mod and would like to take a look please feel free and if you get any idea why it no longer works please tell me.
Meanwhile I can at best recommend that you disable the mod and hope that someone else finds a solution that I can implement.