Sid Meier's Civilization V

Sid Meier's Civilization V

SMANs Omnibus Mod
110 Comments
Tony Underlay [ROOKS] 10 Jun, 2024 @ 12:40pm 
I resolved my below issue by not using so many custom JFD civ's. I believe this had something to do with there being too many different individual unit icons. Either way, this issue was solved. The only thing I'm dealing with now is the aircraft animations taking forever, particularly the new air units - strategic bomber worst culprit. I didn't realise your mod already has faster aircraft animations, as I was using that mod on top of your one. I've removed the extra mod and have edited your sql. file and increased the speed. Still loving this mod! Thanks again bud.
Tony Underlay [ROOKS] 27 Dec, 2023 @ 3:48am 
Sman! Hey bro, just realised your SMAN1975 from the CivFanatics Forum - I could tell by the grumpy cat!
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 :steamhappy:
Thrice 12 Jun, 2023 @ 9:27am 
Hey mate! Will this work with your fantasy armies mod?
Tony Underlay [ROOKS] 13 Sep, 2022 @ 6:58pm 
Hey SMAN! Still playing this, lovely stuff. Great work! Super cool with Communitas map, just trying out the tectonic map now for some flavour. Hope you're well. Thanks again!
Tony Underlay [ROOKS] 15 Jun, 2022 @ 8:45pm 
Hey man! Love your work thank you for putting this together for everyone. Just wondering if faster aircraft animations, in game editor, info addict, quick turns and barbarian xp etc are good to go with this? Basically the top couple shelves of the top rated of all time mods in the workshop. Thank you so kindly bud
Rick Harrison 12 Dec, 2020 @ 11:49am 
I love your work, your mods make the gameplay to Civilization V more immersive like governments and mayors. Do you have any plans to fix Gedemon's "Revolutions" mod? I figure that's one worth doing especially for us Middle Ages players since at the time a lot was more loose and independent at the time.
S-Man  [author] 17 Oct, 2020 @ 9:17am 
Multiplayer has always been an embarrassment, frankly, for Civ5. It's almost a joke to call what's offered here "multiplayer."

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!
Andrew Whiteingale 17 Oct, 2020 @ 7:40am 
I see, I really love your mods, especially World at War features and the fantasy models, they really make the game more interesting. I am thinking of making a few civ mods myself for some of the games that don't have their own civs yet. I think it would be cool to have a civ based off Naruto and maybe some meme civilizations. Honestly, I feel like civ 5 is really fun, I even went so far as to edit Gedemon's map to include extra wonders from another mod and resources. I really wish we could have a multiplayer game with 43 civs, that would be awesome. Sadly, the civ 5's servers are pretty bad so we won't get that any time soon, unless someone manages to host a server with super powerful internet router.
S-Man  [author] 17 Oct, 2020 @ 7:07am 
This mod takes a few items from the "Future Worlds" and "TheCrazyScotsman's Omnibus" mods, and merges them together. I was only trying to extend the tech tree into the "near" future, and not provide a complete new second half to the game. I was pretty new to modding when I made this, so I wasn't terribly ambitious when I made it.

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.
Andrew Whiteingale 17 Oct, 2020 @ 3:45am 
May I ask a question? Is it a mix of Future Worlds with other Future era mods? Or does it take only parts from the mods and combine them?
S-Man  [author] 2 Aug, 2019 @ 9:26am 
@[OAM]CyberAzerBaneBülbül44 - probably not compatibly with anything VP-related.

My World at War mod is an extension of this mod, and it does have a rudimentary compatibility with VP.
S-Man  [author] 2 Aug, 2019 @ 9:25am 
Thanks, @Kenta - I didn't much care for Civ V until I discovered thecrazyscotsman's Ombnibus mod. My mod here is an extension of that base mod, adding in the things I like when playing the game for fun.

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.
S-Man  [author] 2 Aug, 2019 @ 9:23am 
@id10tsyndrome - yes, I'm sorry, but this mod does require BNW. I'll update the description so this shows more clearly.
id10tsyndrome 12 Jul, 2019 @ 12:15pm 
I noticed that several buildings (Cold Fusion Reactor, Matter Manipulation Factory and SETI Research Lab) and units (Plasma Missile) are showing available for build from the very first turn of a game; even from the ancient era. Also, the arsenal ship was available in the medieval era saying it required 1 uranium. I hadn't discovered uranium yet but went ahead and built it, expecting it to crash the game once built. It built just fine and at the top where it shows how much uranium you have, I suddenly had 1 uranium. The only DLC I have is the Gods and Kings Expansion, and I didn't see where this mod required BNW. I have tried loading this mod without any other mods enabled and it didn't make any difference, the above mentioned buildings and units were still available from the very start. Any suggestions?
Alphys 7 Jul, 2019 @ 2:20am 
I've been using this and it feels like i'm playing a brand new game. Kudos
[OAM]AzerBülbül_BaneEnthusiast 12 Aug, 2018 @ 3:15am 
is it compatible with the "community patch" v.88 mod?
S-Man  [author] 18 Jul, 2018 @ 5:33pm 
@Deathwing - it should work. Most of the buildings and units in this mod have been renamed to be unique. So, even if the "Supercarrier" in this mod uses the same model as another mod using the same mod, the two units should show up in the City Screen when they are valid to build/buy.

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.
Deathwing 16 Jul, 2018 @ 10:32am 
Can you play that mod with lot of buildings mods ? (spy building, xp buildings, 128 and 256 wonders) I play with a Supercarrier mod (14 places), will it crash my game since you have one too on your mod ? (same unit name I guess)
S-Man  [author] 29 Apr, 2018 @ 4:41am 
@ DeftlyPlayed - LLOL! (Literally LOL...) ;)

Great story! Was quite a chuckle envisioning it, and a great way to start the day! Thanks!!!
DeftlyPlayed 28 Apr, 2018 @ 1:04pm 
Leviathans. My first thought was, "What in the world is this?" But, that was quickly followed by, "Why not?"

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!
S-Man  [author] 27 Apr, 2018 @ 2:06pm 
@ DeftlyPlayed - WHAT? Are you crazy? ;)

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... ;)
S-Man  [author] 18 Apr, 2018 @ 11:29am 
New version (V5) just published!

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...."

;)
DeftlyPlayed 17 Apr, 2018 @ 2:12pm 
A Barbarian Leviathan is kinda silly but I can live with it. : )
McShaneGun 7 Mar, 2018 @ 2:44am 
Well done, many thanks man. Ive used this along side Ultimate eras mod and i have to deal with a crash every 200 turns but no biggie, its a whole new game haha
S-Man  [author] 27 Jan, 2018 @ 1:02pm 
New version uploaded (V4). Lots of fixes and hopefully a few improvements. Please see Change Notes for details. Thanks!
vondraco 3 Jan, 2018 @ 6:28pm 
Speaking of which ...

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
vondraco 3 Jan, 2018 @ 10:41am 
Every game I play is a random civ with a random map-type. This can, of course, lead to some fairly challenging (read: unplayable) situations, such as Indonesia being on a Pangea map or the Germans (Bismarck) being on an Archipelago map. But eventually I "roll" a combination I can live with and go from there. Over time I *will* be playing every civ in the standard game + DLC's, along with a whole frackload of modded civs. I'll mention anything I see that seems amiss in whatever civ.

--V
S-Man  [author] 3 Jan, 2018 @ 2:29am 
Hey Von - I hear you, but I think the change for the Zero makes sense. It's the same thing in the Fantasy Army mod about the Rune Warrior, where people who like playing the Shoshone didn't get their starting Pathfinder unit.

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!
vondraco 1 Jan, 2018 @ 11:33am 
Thanks for the pointer, I may do that next game. And please, don't change it just for Me; it's your mod and if you prefer it the way it is, I can change it on My end for My games.
S-Man  [author] 27 Dec, 2017 @ 9:24am 
Easy to fix. Find line #50 in the "TCS_Units.sql" file, located at:

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...
vondraco 27 Dec, 2017 @ 8:57am 
I definitely see the logic there, but I think that was intended as one of the 'perks' of the Zero being Japan's UU. Now the Zero is, while certainly not a step above normal Fighters, perhaps a bit less unique.
S-Man  [author] 25 Dec, 2017 @ 4:36pm 
This mod adds a requirement for oil for almost all modern units - a good thing, I think. But it also adds numerous ways to get more oil if you weren't blessed with it when the map was created.

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... ;)
vondraco 25 Dec, 2017 @ 8:44am 
S-Man - Not entirely sure this is coming from your mod, but I can't think of any other that I'm using that might be causing it. Playing the Japanese, their UU, the Zero, has in the tooltp list "Required: 1 Oil." However, the text below ends "...and does not require Oil." Rather confusing.

--V
vondraco 11 Dec, 2017 @ 9:08pm 
It seems that updating the time/datestamp on a mod's folder didn't affect the mod load order. I'll have to play around with it and see what's what.
vondraco 11 Dec, 2017 @ 4:44pm 
Duh, I'm a moron. OF COURSE it's available for Linux. Just had to install sqlite from the Ubuntu repository and there are a couple of GUI interfaces for it on the Software list (Sqliteman and DB Browser for SQLite seem to be the most popular.)
S-Man  [author] 11 Dec, 2017 @ 12:03pm 
Quick note: SQLite Manager doesn't work with the latest Firefox update. I fell back to v. 57.0.2 as I still heavily rely on the app to mod. Will upgrade to the latest version when they get a version of SQLite Manager that works with it.
S-Man  [author] 11 Dec, 2017 @ 11:51am 
I saw SQLite Manager being discussed on civfanatics - as a browser add on. Looked on the Firefox "app store" and there it was. Quick download, then open the Civ5DebugDatabase.db and I was set. I also look at the Localization-Merged.db when I need to see actual text key values. Mostly the debug db is all I use.

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.
vondraco 10 Dec, 2017 @ 12:29am 
Noted a bit of an inconsistency. Might be one of My other mods, but I'm asking to make sure it's working for everybody else. The Lighthouse description says that it provides +1 production on sea resources worked by the city and I'm not seeing that. Should it show up as a hammer icon on sea resources around the city where I've built a Lighthouse?

--V
vondraco 9 Dec, 2017 @ 4:35pm 
Sounds like something I should look at. I tried looking for it on Steam but can't find it. Would you mind letting Me know where I could get a copy of that "SQLite Manager?"

--V
S-Man  [author] 8 Dec, 2017 @ 3:32pm 
One of the great things about SQLite Manager is that it shows you all of the tables (well, most) the game uses, and the elements of each table as well.

"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.
vondraco 8 Dec, 2017 @ 2:05pm 
BTW, remember that I run Linux, so giving the path to the Database.log file was pointless. For anyone else who might be lurking and needs to know, the Linux path would likely be:

~/.local/share/Aspyr/Sid Meier's Civilization 5/Logs
vondraco 8 Dec, 2017 @ 1:59pm 
Yeah, that did help. Got messages in the log file saying "table Units has no column named HealOutsideFriendly." So, it seems that the way I tried to do it is not the RIGHT way to do it. So, if you have a moment, what *IS* the right way to give Galleys the heal-outside-friendly promotion by default?
S-Man  [author] 7 Dec, 2017 @ 4:48pm 
@vondraco - if there's a problem updating the database, the game often discards the contents of the entire file. The best way to look at this is to look at the file "Database.log" located at:

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.
vondraco 7 Dec, 2017 @ 3:08pm 
I think I broke your mod. Part of it, anyhow.

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
vondraco 6 Dec, 2017 @ 2:50am 
I took your suggestion and removed the limit on building Military Academies, moving that instead to the Advanced Warfare Facility. Also updated the help text for both buildings. Thanks, good suggestion. I don't know if I would even have had much of an idea where to start doing that a few months ago. I guess I can no longer say that I know *nothing* about modding. :)
vondraco 6 Dec, 2017 @ 2:21am 
I've never used *all* of them. I usually go (on melee) for the March promotion first, then add in Cover, Mobility, Execute, Blitz, maybe those hills and forest promotions. Amphibious if it's an archipelago map or there are a lot of rivers around. Gee, it's been so long since I've played WITHOUT that mod that I forget what the "standard" promotions tree even *looks* like.
S-Man  [author] 5 Dec, 2017 @ 4:27pm 
The mod you mentioned is included in this mod. It provides a great series of promotions (the "unlock 2-4") that I use all the time. The "Promotions-Expansion Pack" mod is one that I totally knicked to put into this mod. No need to reload it, it's one of the few mods I didn't change at all when I brought it in. I don't see any need to add any more at this point. I seldom get to the point where I use all the available promotions anyways.
vondraco 5 Dec, 2017 @ 3:41pm 
"New promotions structure?" I've been using the "Promotions - Expansion Pack" mod, which after some investigation -- and reading the acknoledgements -- seems to be already included in this mod. I guess I can deactivate that redundant mod. Are you saying that you'll be going in a new direction with the next version? Or are you just referring to the fact that the current promotions differ significantly from the "standard" (ie, unmodded) promotions?
S-Man  [author] 5 Dec, 2017 @ 2:43pm 
I back off when major civs show up at the CS looking for an easy kill. They leave soon enough, then I can get back to business getting my boats promoted.

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.
S-Man  [author] 5 Dec, 2017 @ 2:41pm 
I've fixed the coastal problem in the version currently under development. Not the tooltip, though. Good catch.

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.