Sid Meier's Civilization V

Sid Meier's Civilization V

WW2Addon
Cynther  [developer] 19 Apr, 2016 @ 3:59pm
Bugs and compatibility
If you encounter any problems with this mod, please post it here.
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Showing 1-15 of 18 comments
historian 23 Apr, 2016 @ 10:53am 
good job. But the addon does not work with the new version of Musolini (v. 4). :( Please solve the problem.
historian 23 Apr, 2016 @ 11:28am 
I do like to play with many mods at the same time to have a mixture of real history and game experience. But i am not a computer freak. For this reasoson I do not know, if your mod is compatible with the mods below. (I also do not know, if they can be made compatible or not). Only thing I know definitly is, that I could use all of them at the same time with v. 3 of the WWE mod, but it does not work with the addon:

- City-State diplomacy (v. 27)
- Capture+ (v. 7)
- Future Worlds (v. 3)
- Improvement Upgrades
- More City-State Luxuries (v. 3)
- More Luxuries (v. 155)
- More Pantheons (v. 122)
- new Spcialists
- Promotions Exp.-Pack (v. 9)
- Religion - Beliefs Exp.-Pack (v. 25)
- Resolutions - Cure of Cancer (v. 3)
- Resource Buildings (v. 3)
- Separate Great People Counters (v. 3)
- Useful Oil (v. 10)
- Weltkongress Projekte

Can you make them compatible with your addon?
Eisbär 23 Apr, 2016 @ 11:34am 
I got every needed civilization, but the mod won`t work. I don`t own the DLC packs, but somethere in the descriptions stands that i don`t need it, isn`t?
Cynther  [developer] 24 Apr, 2016 @ 5:00am 
@Sir Pumpernickel I am sorry, I forgot that it also requires some DLC. Denmark and Spain for certain. Not sure about BNW and G+K. We are currently trying to replace all the original civs with more contemporary ones, and as we do it, less DLC will be required.

@historian Making two individual mods compatible can be difficult if they modify the same areas of the game. We may add compatibility with some mods later, time permitting. Some of the ones you listed will probably work already. My guess is that the ones related to resources and religions will be compatible, as well as those that simply add a building.

If you can give me more details about the problem, I might be able to pinpoint the conflict(s). Do you get any error messages? Does the game crash when loading the mods? Or when starting a game? Or do you see something wrong with the content inside the game?

About the Mussolini conflict, I will look into it.
Last edited by Cynther; 24 Apr, 2016 @ 5:09am
Cynther  [developer] 24 Apr, 2016 @ 5:24am 
It looks like JFD added a new dependency to his Mussolini mod, the Community Patch (not Community Balance Patch). Version 3 only referenced it, version 4 requires it. Try installing that and see if you still have problems.
Last edited by Cynther; 24 Apr, 2016 @ 5:30am
historian 25 Apr, 2016 @ 5:58am 
I installed the Com. Patch. But Muso. (v. 4) is allways replaced.
historian 25 Apr, 2016 @ 6:08am 
To the mods: There are some kind of problems: With Future World active, the game do not start, for exemple. If it is not active, the game start, but I can not do anything in the town-screen and there is no population. e.g.
Comrade Kurwa 25 Apr, 2016 @ 6:31am 
Sooo do i need Gods and Kings or Brave new World for this??
Cynther  [developer] 25 Apr, 2016 @ 6:44am 
@historian replaced how, by a Vanilla civ?
This mod does nothing to the city screen or any other part of the UI, so there should be no conflict there. I think you should try with less mods active, the more you use, the higher risk of problems.

@DemonicClown I think you need BNW, at least for some of the extra civ mods. Not sure about G+K, try it out.
Last edited by Cynther; 25 Apr, 2016 @ 6:47am
Cynther  [developer] 25 Apr, 2016 @ 6:49am 
Could be that there is a conflict between Future Worlds and Community Patch or some of the civ mods.
Last edited by Cynther; 25 Apr, 2016 @ 6:49am
la-lyre-noire  [developer] 27 Apr, 2016 @ 11:17am 
Hello friend,
I have heard you said that in my map version, Mussolini was changed by a random civilization. I will change.
But I found something strange too with your version : it make the thing with random civs to me with : Yugoslavia, Turkey, Egypt, Irak, Syria, Iran and Arabia.

That is weird, I wonder if it is really the map in itself that have errors...
Because it is the good civ for the creator's computer. :steamsad:

Perhaps you used new mods from Day of Saddat for your own map, and my Mussolini has to be updated to v4...
Last edited by la-lyre-noire; 27 Apr, 2016 @ 11:28am
Cynther  [developer] 27 Apr, 2016 @ 3:03pm 
I did use days of sadat civs, but not in the latest version. The map that comes with my mod, called v4 Addon, does not have any civs that your mod doesn't use. Maybe you opened an old version.

I am going to release v5 soon, with support for Mussolini v4. I have placed wonders as we discussed, and I am using code to setup the diplomatic relations.
Silent丶Direwolf 18 May, 2016 @ 7:55pm 
I have no idea why it will be infinite loading when i create the map(ww2addon),even if all the mods have been subscribed. : (
Phoenix Diablo 23 May, 2016 @ 11:09am 
Originally posted by the Silence of the Dire Wolf:
I have no idea why it will be infinite loading when i create the map(ww2addon),even if all the mods have been subscribed. : (


Same, Idk what im doing wrong? =(
Smeghead 17 Aug, 2016 @ 1:17pm 
Hi Ive been able to get Mussolini to work the add on to work Yet Greece shows up as Alexander, Ottamans ruled by Sullieman,and something for denmark
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