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But now instead of a bunch of units the AI receives like 1 general per 5 turns or something. By turn 50 they have like 10 Great Generals.
How do I fix this?
I tryed also deleting TestMonitor.lua because it made a reference to great generals in hope that it would fix it, but it did not. The one on C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\LUA
The problem in this mod is in the "Promotions.xml" file. There are 7 Promotions that use this line (3 Magus, 4 Mystic Warrior):
<GreatGeneral>true</GreatGeneral>
Usually located someplace like:
C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\XML\Units\Tweaks
This value needs to change to 'false' or the entire line deleted - in order for it to work with VoxPopuli. If I take the lines out myself, it "breaks" what I was trying to do with these units - give them the ability to effectively lead troops into battle.
If that doesn't work, you'd need to use Windows Explorer (not Internet Explorer), and manually delete the mods in the MODS folder itself.
Once the mods are gone, you re-enter Civ5 and then navigate to the MODs folder, then select the "GET MODS" button. Search for "SMAN fantasy army" in the search box (with the magnifying glass), and resubscribe to the mods you want.
Almost always, this forces a fresh, complete download of the mod.
If not, then google "steam won't download my mod" and try some of the actions in the results.
It after all that, and the mod doesn't download, let me know, and I'll try to find another way to help get this mod to you.
There's a technical reason WB looks bad, but unless you really want to know, I won't explain... ;)
The problem in this mod is in the "Promotions.xml" file. There are 7 Promotions that use this line (3 Magus, 4 Mystic Warrior):
<GreatGeneral>true</GreatGeneral>
Usually located someplace like:
C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\XML\Units\Tweaks
This value needs to change to 'false' or the entire line deleted - in order for it to work with VP. If I take the lines out myself, it "breaks" what I was trying to do with these units - give them the ability to effectively lead troops into battle.
I'm hoping I can get to this eventually to fix.
About the only thing I can think of is to ensure you have a clean set of databases from the game. You'll need to clear the game cache. Instructions:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1689346337/1850323802575249448/
After clearing, restart Civ5, then enable only this mod (with IGE). The try to place either of those improvements and see if it still causes problems. If not, then add Future Worlds then test again.
He had the same problem as i did with Vox Populi and after trying the fix you recomended (delete the Great General Line in Promotions) i am happy to say that everything works perfectly!
Now i can finally play your mod with Vox, and i wanted you to be the first person to know!
Hope this helps clear it up.
The tech screen issues and the city build issues really don't sound like this mod, though. What other mods are you enabling when you see this problem? This mod doesn't touch tech, and provides all the artwork needed for the buildings it adds. When you said you restarted with only this one, did these problems go away? If so, I can help you troubleshoot them, but probably be better in a different forum.
Man, I had to do a complete rebuild for this little ankle biter, but looks like it's something I should fix fairly soon. Will give me a chance to look for other little DLC problems.
Of course, it's a lot more fun to do a new version if there were suggestions of new content to add. Anyone???? 😁
Textured Error
Unable to load texture [ExpScen_UnitPortraits45.dds] - 3 times when starting game
Items affected
Steam Power - Sky Pirate
Combustion - Sky Jacker
Combined Arms - Moonlighter
Hopefully this helps fix the issue quickly.
Thanks ahead of time and Great Mod.
What do you think of the expansions - Wandering Monsters and Arcane Allies?
It's odd - when you're designing a mod, you make a quick choice - to save a few minutes of time during the building of the mod, and it introduces a game-crashing error for people who don't have all the DLC.
I've stopped doing this on recent modding, but looks like some previous mods could use a little TLC with their DLC.
Later!
Thanks for the help, appreciate it!
Still in the process of getting to mid-game to test for the lock-out on the production listings -- will let you know if it happens on the fresh setup.
Thanks again :)
You do have BNW enabled, no?
The Hieronymus Institute has a prereq technology of the Internet. I'm suspecting missing DLC might be responsible here, too.
I really need to come back to this mod and remove any DLC dependencies - which would eliminated these little inconveniences - but unfortunately don't have time...
When I play for fun, even without any Fantasy-themed mods, I often enable the Wandering Monsters mod, cause I think the attack animations look so cool. Makes the early part of the game more challenging, interesting, and fun.
I cleared the cache, removed all mods, deleted all save files etc, cleared all the logs -- basically anything to with mods was wiped :) I verified files with Steam, just in case something was bugged out there.
Started up a new game, only Fantasy Army enabled, still get the option to build Heironymus Institute on turn 1 (175 turns to build). will let you know how it goes later on with regards to the production line lock-up :)
Tech tree is also bugged out (no scroll bar on it) -- could this be down to a DLC compatibility issue on my end ?
I love the mods : the units, buildings etc, are a brilliant addition and spice things up (especially Wandering monsters when playing on harder modes)
When you started the second/new game, did you clear the game cache before starting?
Sometimes when we add/drop mods from the normal rotation, it leaves the game's databases in an unstable state. Clearing the cache is the only way to restore these DB's to their clean state.
I'd recommend clearing cache, then starting yet another game with only this mod enabled, and see if you see the same errors.
Instructions:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/1744478429696414681/
I thought it was a clash with other mods, but I uninstalled your other 2 mods and did a completely new game with just this one and I still get this happening. I'll post some screenies in a short while, just wondered if you knew what may be causing it (a setting conflict from new map startup, something in the mod settings etc) ?
I started to put some time in to improving compatibility, but then got jumped on by one of the VP developer-types about a relatively trivial non-issue.
After that, I decided if they're so picky, they can provide all their own alternative content, and leave me out of it. So - if you want to use VP and have some kind of new playing experience, you can go to their forums and request it.
Let me know if I can help - and good luck!