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I was having an issue with 15-minute wait times at around turn 160+ so during my investigation into that I tried switching to strategic view to help the process and wha-la! Game crashed.
I found your comments on this matter from your Feb 2021 discussion 'Anyone Solved the Strategic View Error when Adding Too Many new SV Entries?' on CivFanatics and was wondering where you got to with this?
I'm not able to do coding myself but I feel if this issue can be solved it will also solve the long wait times mid game.
I've disabled ethnic units and the red modpack to no avail. I'm not willing to play without your omnibus. Currently building a new gaming rig $3500 (kill me) to combat the wait times but I don't think it's normal.
Any help would be greatly appreciated! As always, love your work. Merry Christmas
I find making mods quite rewarding - trying to get the game to behave in a way I personally find enjoyable. I highly recommend it.
It's best to start off by find a mod that's close to what you're trying to do, then copy it as much as possible. Nothing on Steam or Civfanatics concerning mods is copyrighted so borrow at will, but give acknowledgement as much as possible. Starting off with creating custom civs might be a good way to begin learning modding.
Basically, about anything you want to do, someone has already done something similar. So, if you run into any problems, someone, somewhere has already solved it. Google is critical, with a search string looking something like this:
Civ5 my problem site:civfanatics.com
Good luck!
However, this mod did serve as the starting point for my "World at War" family of mods, which takes all these concepts and expands them even further. However, even those mods are a combination of features from "Future Worlds" and other mods, so they aren't compatible with FW either.
My World at War mod is an extension of this mod, and it does have a rudimentary compatibility with VP.
My "World at War" family of mods is by and large, and extension of this mod, with things added to make warfare in the second half of the game more interesting.
Since they are really two different units, they may appear at different times, if they have different prerequisite techs or other variances in their definitions. It may be a little confusing to see two units with the same name and/or a similar icon in the City UI.
But, all-in-all, this mod "should" work with those others.
Great story! Was quite a chuckle envisioning it, and a great way to start the day! Thanks!!!
The other day I took a shot at one with a Galleass. Coming out of the next AI turn here come 7 of his buddies! I had never seen that many Leviathans or Krakens in one spot before.
It was like you're walking down the sidewalk and some guy comes out of a restaurant and the 2 of you get into it. You throw one punch and suddenly 10 of his best friends and closest relatives come piling out of the restaurant and pile on you.
I lasted a few turns but they eventually got me. I'd take out one and another one or two more would show up coming out of the next AI turn. I think in total I wound up trying to fight off 10 or 11 Leviathans. Like I say, they eventually sunk my Galleass but I didn't care. I was having fun doing battle with Leviathans. It was fun. Great addition to game play.
If you want to explore you gotta know going in – There Be Monsters!
The Barb Leviathan represents all those "sea monsters" that ancient mariners have reported seeing for millennia. It could be a shark, or whale, or unknown sea creature, but I threw it in to add a little "legendarium" into the mod.
Plus, they're a lot of fun to capture, tame, and sicc on your enemies... ;)
Adds 9 units, but perhaps the largest change is the mod now allows 2 Units per Tile (UPT).
Before anyone wants to complain, try it out and see how you like it. I've been testing this for a few weeks now and really like the flow. The AI uses it well, and it solves alot of pathing confusion during large-scale invasions.
And don't worry - 2 UPT is in now way a "stack of death." Maybe the better term is a "stacklette of convenience...."
;)
Playing "Uighur_Caesar's Libya (Gaddafi)" civ. Normally, with this mod, the Agora is required to be built before the Market. Correct? (Although 'Agora' is just Greek for 'market' so really you have to build a market before you can build a market...!) Anyhow, this mod has Libya's UB as the Popular Market, replacing the standard Market. The Popular Market does *not* seem to require the Agora in the city in order to be built.
Would I be correct in assuming that I'd need to modify the Libya mod in order to get it "back on track?" Add in some kind of prerequisite building?
--V
--V
The original design "broke" the Pathfinder in the same way adding an Oil requirement brakes the Japanese UU. So, it makes perfect sense to put that benefit back in. I still like adding oil requirement for modern units, as this seems like a bit of realism the game needs, while the mod also adds possibilities to obtain oil of you aren't blessed by the map gods.
What I really appreciate is when people see these kinds of things and point them out so I can conduct some analysis and see if making any changes makes sense. I never play the Japanese, so I'd never see the Zero issue. But other people who play them might like it I don't break a feature of the game they really like. Your suggestions are only making the mod BETTER. And it is appreciated!
C:\Users\xxxx\Documents\My Games\Sid Meier's Civilization 5\MODS\SMANs Omnibus Mod (v 4)\TheCrazyScotsmans Omnibus Mod\Units
Delete the entire line, save the file, then reload the mod. Will look at taking that requirement out next version - when I finally get to it...
Originally, this came from thecrazyscotsman mod, but looking over the code, the help/strategy text keys weren't updated. Probably not for any of the other modern units that now require oil too - like SAM, mech inf, etc.
It's on the list... Get to it next year for sure... ;)
--V
The inconsistencies you mentioned are almost certainly due to mod load order. And many of my game rule changes came from thecrazyscotsmans's mod, and there are a few, uh, typos in that mod as well. These kind of ankle biters is the reason I put all of my routine mods into one omnibus mod - to eliminate the problems once and for all. I'll have to look at the code to see if the issue is on my side. Will let you know.
--V
--V
"HealOutsideFriendly" is an elements in the UnitPromotions table. Basically, you have to award the "Supply" promotion to a unit in the Unit_FreePromotions table when defining the unit, or create a new promotion in the UnitPromotions table and then award it to the unit in the Unit_FreePromotions table.
Checking the log is a great way to find those kinds of errors, and referring to SQLite Manager helps you see how other civs, buildings, units, resources, improvements, etc., are structured for other items in the game. Using the working examples saves a lot of time when creating something new.
~/.local/share/Aspyr/Sid Meier's Civilization 5/Logs
C:\Users\xxxx\Documents\My Games\Sid Meier's Civilization 5\Logs
If you don't have logging turn on, nothing useful will be there. Instructions for turning on logging:
https://forums.civfanatics.com/threads/how-to-enable-logging.487482/
Another good tool for modders is the "SQLite Manager" tool. I use it on Firefox, and unfortunately, the latest version of the browser doesn't have an updated tool that works. So I'm using the previous versions so I can see the contents of the database after the mods all load. No way to do anything sophisticated without these two tools. The game just is too unstable and performs in quite inconsistent ways.
I wanted to give the Galley the ability to heal outside friendly territory, so it was like all of the other early naval units (as I use the Naval Healing mod). I went into tcs_units.xml and added the line:
<HealOutsideFriendly>true</HealOutsideFriendly>
to the part that had the galley stuff. I'm reasonably certain that's the ONLY change I made to that file. However, now, the Galley doesn't even show up on the Tech Tree, and the Trireme (which I believe that TCS put at Optics) now shows up at Sailing.
Any idea why that particular change would cause those effects?
--V
I don't mess with the closest CS as I like to get trade safe trade routes established. Even if they're not the most lucrative, it's nice not to have to replace them all the time.
With the new promotions structure on this mod, it's fairly easy to get to the double attack and/or extra range on ranged units. One of the things I've been doing lately is picking a fight with the next to nearest city state and get them about half way down, then wait till they heal up, then start the operation again. By the time I get to Navigation (usually first), my Ships of the Line have both of those promotions on hand. I usually try to get Great Lighthouse as well, so that with the English civ, boats on the wrong side of the home island can get to the right side quickly - allowing me to defend against even battleships with about 10 or so SOLs.
Have seen that alot, because beelining for Navigation leaves LOTS of science catch up required afterwards.