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- Strategic View: no longer crashes on entry, but does spawn a large number of "ghost units", units that aren't there, but make actually using that interface impossible.
- Add a "City State relationship drops" to the Enhanced Diplo Reaction to Nuke Attack" script.
- Change FW inf unit paradrop animation to XCOM, not Paratrooper
- Add a "Disband Settler" option that increases the population of a city by 1, if the Settler is disbanded in the city itself
- How many features from the "WW2 On Any Map" mod should be incorporated into the main WAW mod? (Possible Contenders: Initial Unit Spawn, RepopulateStrategicResources, War Bonds, Map/Tech sharing, etc. - look closely!)
- Add more prereq buildings so that units don't appear too early in the timeline
- Is it possible to add a "Pollution" feature?
- Add "Nuclear Winter" ala Super Power Clash of Civilizations (v 6) (\Lua\Economy\NuclearWinter.lua)
- Perhaps adjust the "No Razing" setting - create a function that stops razing in the Industrial Eras and later (game uses this code to stop razing, needs testing):
Network.SendDoTask(pCity:GetID(), TaskTypes.TASK_UNRAZE, -1, -1, false, false, false, false);
-- Is it time to add more resources, ala VP? (https://civ-5-cbp.fandom.com/wiki/Resources)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=167389120
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1270759640
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- Combat Medic doesn't seem to be getting the "WAW Medic 2" promotion. I can award "WAW Medic 1" promotion, though. Both units constructed exactly the same, promotions identical, with just minor different. For some reason, WAW Medic 2 simply won't award.
- Add an "upgrade handler" that prevents lower units upgrading to latter ones, if there is a limit to the number of latter units allowed.
- Possibly add a ranged horse unit in the Classical Era to be the scout upgrade unit - then make the normal and goodyhut upgrades to this unit. Then upgrade the new unit to the Lancer or Knight?
- Add a VP-specific upgrade path for the Scout unit: Pathfinder - Scout - Explorer - Adventurer
The primary causes for the error you're seeing is when the collection of enable mods tries to add the 257th strategic view file into the game. The programmers, for some ridiculous reason put a hard limit at a very low level, just for a file count? Bah...
At any rate, whenever more than 256 are loaded, the Strategic View system simply barfs all over the screen - completely lost. Do you have other mods loaded/enabled when you see this error?
I worked very hard on this so that all the WaW family of mods does not add a single Strategic View file - it reuses files already in the game. So, the normal cause of this error isn't the case, but I was never able to find the actual cause. Will continue to research it, but for now, StratView is broken.
SMAN's The World at War - Unique Units
Smart AI
No Unit Limit
Legendary Headstart
Communitas Map
SMAN's 'The World at War'
After the Revolution!
Covert Operations - Making Spies Great Again
Civ Names by Policies
InfoAddict
i also have the EUI mod installed
"Transparent Aluminum" is an artificially created Resource, so it doesn't appear on the map. The only way to obtain it is to build the Transparent Aluminum Mill, which will create 1 of the Resource - at a cost of 2 normal Aluminum.
You can build as many or few mills as you need, but I've noticed there's little use for Aluminum in the very late game, so in most of the test games I've never had problems getting enough TransAlu.
It was odd, though. For me, it would instantly crash the game. For the person testing the mod for me, it would show the armada of ghost units all over the map.
So, I don't think it's anything those other mods are doing. Just this one, and I haven't been able to find a thing to cause this behavior... :^/
The High Court says it require's Constabularies in every city, but doesn't actually.
Ranch can built in cities that don't have any sheep, cattle, or horses.
@Arguably The Artsiest Arsonist - no worries. It's easy to miss specific messages in all the posts. Good luck!
Thanks, Sentinel - we'll get it fixed. Eventually...... ;)
You can build as many or few mills as you need, but I've noticed there's little use for Aluminum in the very late game, so in most of the test games I've never had problems getting enough TransAlu.