|
Good news: Fake DLC won't disable achievements. You can still get them while its active, as long as t he mod didn't directly alter the achievement you're trying to get (ie. It modifies a unit or civ required for the achievement in such a way as to make the achievement impossible to get,) Bad news: I can't implement those Religion mods. The Events and Decisions component of the modpack includes decisions specific to certain religions, and those mods would break those scripts/render them unusable. It's possible for future releases, but it's low on the priority list. I'll compile a list of incompatible mods later too. As for the great works, I refuse to include a modpack which considers Ayn Rand 'Great'.
|
# ? Jan 14, 2015 23:28 |
|
|
# ? May 28, 2024 14:54 |
|
Poizen Jam posted:Good news: Fake DLC won't disable achievements. You can still get them while its active, as long as t he mod didn't directly alter the achievement you're trying to get (ie. It modifies a unit or civ required for the achievement in such a way as to make the achievement impossible to get,) Just remove him from the XML. (I think the religion denomination mods still keep the default religions, so in theory it should work.)
|
# ? Jan 15, 2015 01:12 |
|
How do I make fake DLC with mods of my choice? It does sound nice to play with achievements again, I have years without achievements listed after I first got the "play with a mod" one.
|
# ? Jan 15, 2015 01:32 |
|
Here's the thread for the MPMPM DLC compiler. Basically you load up the Multiplayer Mod Workaraound, boot up the Civ SDK, then run a compile command through FireTuner. Before you compile the mod though, you may want to enable Logging in the config.ini. Load up the mods, start a single player game, and then check your logs for compatibility errors. You want to look at Lua, XML, and Database.log. Database.log errors are mostly fine and non-critical. XML may cause problems but mostly just relates to broken mechanics or missing entries in lists. The Lua.log will contain the bulk of the information that's useful for bugfixing. Kyte posted:Just remove him from the XML. And yes, in theory it would work, however if you chose a religion other than the default ones it wouldn'.
|
# ? Jan 15, 2015 02:34 |
|
Poizen Jam posted:And yes, in theory it would work, however if you chose a religion other than the default ones it wouldn'. Gimme an example of somebody who might have such an issue? I'm actually curious so I'll take a look at the lua.
|
# ? Jan 15, 2015 03:57 |
|
Never officially tested it, but it's a hunch. Seems to me if the events and decisions mod includes decisions for 'Buddhism', 'Islam', 'Christianity', and so on, then picking 'Hellenism' as your religion would mean you have no events/decisions related to your religion. I could be wrong, but I can't test it at the moment.
|
# ? Jan 15, 2015 04:31 |
|
I'm excited to try this out, too bad I can't right away while it downloads for the next twenty-four hours
|
# ? Jan 15, 2015 04:42 |
|
Poizen Jam posted:Never officially tested it, but it's a hunch. Seems to me if the events and decisions mod includes decisions for 'Buddhism', 'Islam', 'Christianity', and so on, then picking 'Hellenism' as your religion would mean you have no events/decisions related to your religion. But what would it do for my usual custom religion of Guinnessism, beholden to Our Savior Arthur Guinness?
|
# ? Jan 15, 2015 04:48 |
|
I'm pretty sure custom religion names do not affect the name of he religion in the actual code. You're still (whatever religion symbol you picked) but with a new label. So my guess is that should be fine. My poor effort post got buried at the end of the previous page, drat!
|
# ? Jan 15, 2015 05:01 |
|
I'm pretty sure the religion Decisions are basically reskinned equivalents of each other (pilgrimage and holy text, I think) and that there are generic versions for religions which don't have the specifically named versions.
|
# ? Jan 15, 2015 06:54 |
|
I lied, it was the one time a month my ISP's promise of "up to 7mbps" actually meant "7mbps" rather than "1mbps hahaha you loving peons." I started as Hawaii, which loses embarkation, but the cultural group bonus gives all units ocean embarkation anyway. Therefore, this is a fantastic modpack.
|
# ? Jan 15, 2015 08:08 |
|
The White Dragon posted:I lied, it was the one time a month my ISP's promise of "up to 7mbps" actually meant "7mbps" rather than "1mbps hahaha you loving peons." I started as Hawaii, which loses embarkation, but the cultural group bonus gives all units ocean embarkation anyway. Therefore, this is a fantastic modpack. Be careful, that only applies to your starting units! Don't lose them! And yeah, I integrated the Polynesia Culture Split mod because... Well, it bugged me that there was a 'Polynesian' Civ with so many culture groups. It's like making a Civ called 'Europe' lead by Augustus Caesar.
|
# ? Jan 15, 2015 18:29 |
|
I'm enjoying the modpack. I rolled The Papal States and the unique stuff for them is pretty fun. My people saw two comets in a row though, jesus. Is it always the same penalty for each of the three responses? At this rate I'll never see a golden age.
|
# ? Jan 15, 2015 18:34 |
|
KKKlean Energy posted:I'm enjoying the modpack. I rolled The Papal States and the unique stuff for them is pretty fun. Did you get lost from the Europa Universalis thread
|
# ? Jan 15, 2015 18:57 |
|
2 Comets in a row? Definitely an Omen. But I can confirm I've seen the same event happen twice but with additional responses. You know how certain choices will deduct gold/science/culture while giving you something else? Well, my guess is if you don't have the amount required to be deducted, you can't make that choice. I haven't dug into the guts of the events and decisions mod so I can't confirm, but I will eventually. I'm guessing there are some events that have patently bad outcomes regardless though, and they're on a bit of a random timer so you might have gotten dumb luck. If/when I do another version, I plan to make sure ALL of the currently added Civilizations have events/decisions enabled as well as starting bonuses. I believe the MMEC ones are the only ones missing the integration with those mods- but I kind of thought they were top tier Civs so I wasn't too bothered by just waiting until the next update. Leugi added Biblical Israel/Palestine, which are frontrunners for inclusion in the next version
|
# ? Jan 15, 2015 19:09 |
|
For anyone interested in a GMR Earth game, I've joined this one and it looks like the host will work on coordinating timezones to make the game work. 2 slots left.
|
# ? Jan 16, 2015 02:06 |
|
drat, wanted to take Egypt but it got sniped. Now I"m the lovely Ottomans. Oh well, let's game on!
|
# ? Jan 16, 2015 06:31 |
|
Trivia posted:drat, wanted to take Egypt but it got sniped. Now I"m the lovely Ottomans. Alright! The creator will create the actual game with players arranged by time zone, you should set the one in your profile to the correct number. He's been very helpful to my understanding of GMR basics.
|
# ? Jan 16, 2015 06:45 |
|
Ack, I did that a while ago but it was reset when GMR crashed I guess. Everything should be in good order now.
|
# ? Jan 16, 2015 09:02 |
|
I've been using the EUI for a while now, but I suddenly can't seem to find the Info Addict button. Anyone else have the same problem? The scroll button in the upper right is nowhere to be seen. Instead I have to deal wit the lovely vanilla demographics.
|
# ? Jan 16, 2015 13:21 |
|
There should be a little button that looks like a line graph in the top right bar if you're using the newest version of both.
|
# ? Jan 16, 2015 16:02 |
|
Yeah, the version I had before didn't involve info-addict. It sounds like they've since been designed with each other in mind, so they integrate nicely into a little button.
|
# ? Jan 16, 2015 17:11 |
|
If I enable the Info Addict mod itself it shows up as the line graph button, but if I say press Play Now and launch a game, the button is conspicuously absent. Color me confused.
|
# ? Jan 16, 2015 18:15 |
|
Are you using the mod/expansion pack or just EUI and Infoaddict on your own?
|
# ? Jan 16, 2015 21:23 |
|
Whenever I set up a new game, it always start me in 1980 instead of 4000 BC like I want. Is there a way to change the default, or do I have to adjust my advanced settings every time I start a new game?
|
# ? Jan 17, 2015 00:08 |
|
Usually if you successfully launch a game from the single player menu without a crash, those settings will become default for any future games. So your issue is pretty unusual.
|
# ? Jan 17, 2015 00:37 |
|
Poizen Jam posted:Are you using the mod/expansion pack or just EUI and Infoaddict on your own? I installed the EUI as per instructions on civfanatics (putting the folder in the DLC folder of the Civ V install). When I play the game using SP, no info addict shows up. However, if I install Info Addict as a mod, THEN play a modded game, the button shows up. This leads me to believe that Info Addict is not included in EUI (but has contingencies to display the button if it is installed), which is weird because I could have sword I saw the button there before (and in MP games I was playing). The chances of me misremembering are very high.
|
# ? Jan 17, 2015 04:07 |
|
Yeah infoaddict is not imbedded in EUI by default; it's just compatible. Same with events and decisions. You'll need to either package infoaddict as fake dlc or run a modded game.
|
# ? Jan 17, 2015 04:32 |
|
Where should I be putting great person improvements? I know that food is king, so I'm guessing it shouldn't go anywhere where I could build a +food improvement. So probably on a strategic resource, or some other resource where I can only build a +hammer or +gold improvement, like cows or stone?
|
# ? Jan 18, 2015 18:12 |
|
Fister Roboto posted:Where should I be putting great person improvements? I know that food is king, so I'm guessing it shouldn't go anywhere where I could build a +food improvement. So probably on a strategic resource, or some other resource where I can only build a +hammer or +gold improvement, like cows or stone? Don’t put them on tiles that border fresh water (unless they also have resources on them). That’s the cardinal rule. If you have a lot of good tiles and not enough citizens to work them all, consider planting on a bonus or strategic resource. Academy on iron and farmed grassland is better than iron mine and a grassland academy, arguably in combined yield (+1 food/−1 hammer), but mostly because you can work one great tile with one citizen and free up the other to work a a freshwater farm, specialist slot, other resource tile, &c. If I don’t have a good resource tile to plant the great person on, flat grassland is my first choice among basic terrain types.
|
# ? Jan 18, 2015 18:39 |
|
OK, so for example putting it on a deer tile would be a good idea since there's no food opportunity cost.
|
# ? Jan 18, 2015 18:43 |
|
Fister Roboto posted:Where should I be putting great person improvements? I know that food is king, so I'm guessing it shouldn't go anywhere where I could build a +food improvement. So probably on a strategic resource, or some other resource where I can only build a +hammer or +gold improvement, like cows or stone? You can build them on strategic resources and you'll still get the resource. Other than that, build them on useless tiles like desert or on plains/grassland tiles with no access to fresh water.
|
# ? Jan 18, 2015 18:45 |
|
majormonotone posted:like desert I don't think that's a very good idea because then I'd have to give up food to work it.
|
# ? Jan 18, 2015 18:48 |
|
Fister Roboto posted:I don't think that's a very good idea because then I'd have to give up food to work it. Depends on whether you manage to get Petra or not
|
# ? Jan 18, 2015 19:00 |
|
It really depends on the population/growth state of the city. If it's still early game and I can only work 6-8 tiles, I'm tempted to put a GP improvement on a tile that already has an OK yield, maybe a 1F1P tile or something else as long as it isn't next to fresh water. If it's mid game and I have a medium-large city, I'll put the improvement on an otherwise useless tile (Ice/Desert are prime candidates). If it's late game I'm usually burning my GP for the instantaneous bonuses instead. Early in the game when you can only work 4-8 tiles, it can be a bad idea to give up food and production to have a citizen work an Academy on, say, ice or desert.
|
# ? Jan 18, 2015 19:19 |
|
If I build the Statue of Liberty, then switch ideology, do I still get the +1 production from specialists?
|
# ? Jan 19, 2015 06:19 |
|
Chamale posted:If I build the Statue of Liberty, then switch ideology, do I still get the +1 production from specialists? I would expect so; the ideology just unlocks building it, not the effect itself. I'm almost certain that if you e.g. capture the Pyramids, you get the increased worker speed even if you haven't unlocked Liberty, for example.
|
# ? Jan 19, 2015 06:24 |
|
majormonotone posted:You can build them on strategic resources and you'll still get the resource. Other than that, build them on useless tiles like desert or on plains/grassland tiles with no access to fresh water. This is what I do, which is why I usually try to make my GP farm city one with the most grassland/floodplain tiles.
|
# ? Jan 19, 2015 10:31 |
|
Poizen Jam posted:My go-to method, if you're not friends with the person you want to attack, is to pay them off to attack a small, weak, or popular nation or city-state. After it happens, I denounce them for it, and usually the world will rally around me when I retaliate. Always check to see if someone will join you when you retaliate. I don't think you can ask civilisations to attack city-states, can you?
|
# ? Jan 19, 2015 11:06 |
|
|
# ? May 28, 2024 14:54 |
|
TacticalUrbanHomo posted:I don't think you can ask civilisations to attack city-states, can you? I’ve never done it, but it’s in the trade menu.
|
# ? Jan 19, 2015 13:52 |