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kaschei
Oct 25, 2005

Antares posted:

the -Plus map scripts can be modified to avoid that garbage but i forget how
this civfanatics post says how

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Sanctum
Feb 14, 2005

Property was their religion
A church for one

Flagrant Abuse posted:

Mongolia's Great Generals can also keep up with them, too, unlike Arabia's.
I'm trying Mongolia now, but I'm completely underwhelmed by the keshiks. A useful UU (somewhat dependent on epic game length,) but just by themselves keshiks aren't really as good as camel archers which have 21 ranged combat compared to the keshik's 16.

I get that Mongolia has multiple bonuses that all syngergize to make keshiks into murder-machines once they reach logistics. +1 mounted movement, the khan UU, increased XP and great general generation. Then you can go honor to stack further bonuses for XP and great general generation. Certainly all of that combined makes keshiks insanely good. However the price is: a leader trait, 2 UU's, and 3 social policies invested into honor. After all that, it still took me a while to get just 1 keshik with logistics. Seems that keshiks spend too much of their time to shine just grinding up to their real potential.

Camel archers don't need logistics to stay relevant through the industrial era, a 2-tile range and 21 ranged combat is arguably better than a 1-tile range gatling gun. Arabia has a worthless leader trait, but their UB the bazaar is one of the better UB's in the game. Extra gold, more gold from trade routes, and extra copies of resources you can trade for even more gold.

Golden Battler
Sep 6, 2010

~Perfect and Elegant~
Well, I dunno if it's anyone's cup of tea, but I'm doing an LP of the Community Balance Patch on Deity. I'm not bothering to post in the LP subforum since I dunno how well a VLP of a 4x game would go down there, but I figure at least one of you might be interested, so there you go.

Chamale
Jul 11, 2010

I'm helping!



This is why Hiawatha is bad.







A bug gave him +20,000 gold per turn, and I managed to sell him cotton for 12,000. It's a hotseat game, so I agreed to split the bounty with my friend playing with me, and now we're both trying to figure out how to best use the windfall. We've agreed to 8 city-state allies each, and I'm purchasing a military while he is buying every building ever.

VinnyDonuts
Oct 4, 2013

:lobcorp:

Chamale posted:

This is why Hiawatha is bad.







A bug gave him +20,000 gold per turn, and I managed to sell him cotton for 12,000. It's a hotseat game, so I agreed to split the bounty with my friend playing with me, and now we're both trying to figure out how to best use the windfall. We've agreed to 8 city-state allies each, and I'm purchasing a military while he is buying every building ever.

I can confirm this- I was the one playing with him. I think we laughed for around half an hour once we realized what was happening.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Chamale posted:

Mongolia's Keshiks are amazing, and it's not a secret. The ability to move after firing is extremely powerful, especially against the AI which doesn't understand how to counter it. The Keshik is better because it doesn't have a penalty for attacking cities and gains experience faster, so you will very quickly be rolling the entire world with your giant stack of invincible Keshiks.
The one time I've managed to beat a friend who's much better at warring in Civ V than I am was by exploiting the hell out of Keshiks.

Luceo
Apr 29, 2003

As predicted in the Bible. :cheers:



Poizen Jam posted:

It's simple, just make sure both players have the Communitas.lua placed in their Map folder! And make sure you're both using the same version.

Is this something specific to Communitas? Last time I tried multi with a heavily custom map like Perfect World, it didn't work, putting us on different maps in the same game. :v:

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
It works with the version I have- although I'm told there is a problem with certain versions of the map causing it to locally generate map seeds (thus resulting in different maps for each player). The hack-y solution for this is to simply save, exit, and load the initial game save, and both players will now have the same map.

Best avoid it using the fixed version of the map.

Sexual Aluminum
Jun 21, 2003

is made of candy
Soiled Meat
I've been playing the goonpack, which is great, but it seems like some of the civs there are kinda overpowered if you run Events and Decisions too.

For example, Sumter, get 3 starting pop on a city if they plant near a river, and one of the Decisions is to basicly get Korea's UA of +2 science per specialist. Really good for a nutty start.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Sexual Aluminum posted:

I've been playing the goonpack, which is great, but it seems like some of the civs there are kinda overpowered if you run Events and Decisions too.

For example, Sumter, get 3 starting pop on a city if they plant near a river, and one of the Decisions is to basicly get Korea's UA of +2 science per specialist. Really good for a nutty start.

Oh definitely don't play with Events and Decisions if you're expecting a well-balanced game. It's fun but it isn't balanced at all. If you think that Sumter's Decisions are overpowered, then just wait until you play as Korea and get +1 Science per Farm.

I had lots of fun playing with the GoonPak today though. No crashes, and very few Resyncs. We only ran into one bug, which was that one of the City States was misnamed. I kept looking all around for a City State with a new name (Media- something? I forget) and eventually realized that it was still marked "Sydney" on the map. Made for an interesting surprise war, I'll tell you that!

Kaal fucked around with this message at 08:32 on May 1, 2015

Vicevirtuoso
Feb 3, 2014

Kaal posted:

I had lots of fun playing with the GoonPak today though. No crashes, and very few Resyncs. We only ran into one bug, which was that one of the City States was misnamed. I kept looking all around for a City State with a new name (Media- something? I forget) and eventually realized that it was still marked "Sydney" on the map. Made for an interesting surprise war, I'll tell you that!

This can happen if two cities have the same name; the one founded second will get a random name to display on its city banner, but will still have its regular name displayed in all other instances. The cause is almost always from a modded Civilization which is intended to replace a City-State (such as Australia for the City-State of Sydney), yet the modder fails to remove said City-State from the list.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Vicevirtuoso posted:

This can happen if two cities have the same name; the one founded second will get a random name to display on its city banner, but will still have its regular name displayed in all other instances. The cause is almost always from a modded Civilization which is intended to replace a City-State (such as Australia for the City-State of Sydney), yet the modder fails to remove said City-State from the list.

Fair, that makes since.

Poizen Jam posted:

It works with the version I have- although I'm told there is a problem with certain versions of the map causing it to locally generate map seeds (thus resulting in different maps for each player). The hack-y solution for this is to simply save, exit, and load the initial game save, and both players will now have the same map.

Best avoid it using the fixed version of the map.

Could you link the version of the Communitas map that you are using? I've tried looking for it but the Communitas website is pretty confusing.

edit: Also, I'm definitely looking forward to your release of the GoonPak hotfixes!

edit2: One more bug report. Due to the long file names and the deeply nested nature of these mods, copy/pasting a previously extracted GoonPaxk (v3 folder into the Civ V DLC folder may trigger a pre-existing error in the Windows operating system, which causes the file operation to fail due to overlong path names. While a hot-fix is available that may resolve the issue, it is probably better to avoid triggering the issue by extracting the MP_MODSPACK folder within the .rar directly into the DLC folder (as the directions indicate).

https://support.microsoft.com/en-us/kb/2891362

Kaal fucked around with this message at 04:02 on May 6, 2015

Freudian
Mar 23, 2011

Vicevirtuoso posted:

This can happen if two cities have the same name; the one founded second will get a random name to display on its city banner, but will still have its regular name displayed in all other instances. The cause is almost always from a modded Civilization which is intended to replace a City-State (such as Australia for the City-State of Sydney), yet the modder fails to remove said City-State from the list.

Ooohhhhhh, this is why the citizens of Melbourne insisted on calling themselves Dubai in my last game.

Poil
Mar 17, 2007

In case anyone is interested, the youtuber Marbozir has just started a deity difficulty guide for civ5. The first video is about the choice of civilization.
https://www.youtube.com/watch?v=BGmv7AkZ5eE

Soylent Pudding
Jun 22, 2007

We've got people!


I've run into a weird bug where my wonder finishes building, doesn't appear in my city, doesn't give me the gold of a lost wonder race, and I get the option to start building the wonder from scratch all over again. Anyone ever see anything like this?

Gort
Aug 18, 2003

Good day what ho cup of tea

Soylent Pudding posted:

I've run into a weird bug where my wonder finishes building, doesn't appear in my city, doesn't give me the gold of a lost wonder race, and I get the option to start building the wonder from scratch all over again. Anyone ever see anything like this?

Mods?

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
Hey, weird question about unit maintenance: I've noticed that in Just One More Turn games, unit maintenance loving skyrockets after a certain point even if I stop building dudes. Does the Nuclear Non-Proliferation Treaty slowly increase the cost of nukes? Do units outside your borders slowly cost more? Or is it just a weird math bug that involves approaching a time victory?

exmachina
Mar 12, 2006

Look Closer

The White Dragon posted:

Hey, weird question about unit maintenance: I've noticed that in Just One More Turn games, unit maintenance loving skyrockets after a certain point even if I stop building dudes. Does the Nuclear Non-Proliferation Treaty slowly increase the cost of nukes? Do units outside your borders slowly cost more? Or is it just a weird math bug that involves approaching a time victory?

The main cause of unit maintenance is not how many you have but what year it is.

Super Jay Mann
Nov 6, 2008

The White Dragon posted:

Hey, weird question about unit maintenance: I've noticed that in Just One More Turn games, unit maintenance loving skyrockets after a certain point even if I stop building dudes. Does the Nuclear Non-Proliferation Treaty slowly increase the cost of nukes? Do units outside your borders slowly cost more? Or is it just a weird math bug that involves approaching a time victory?

Unit maintenance scales based on the number of turns that have elapsed. It's a continuous function so it can, in theory, scale your unit maintenance indefinitely.

I don't know if there's further modifiers based on game speed but I would imagine that's the case.

Check the bottom of this page if you're further interested. http://civilization.wikia.com/wiki/Mathematics_of_Civilization_V

Zopotantor
Feb 24, 2013

...und ist er drin dann lassen wir ihn niemals wieder raus...

Come, now. It was a reasonable post, no need to call for a ban.

Iamyourking
Oct 27, 2007

Only courage in the face of doubt can lead one to the answer.
Toilet Rascal

Poizen Jam posted:

Civ GoonPack 3: The Redux



I cannot get this to run. I have extracted it to the DLC folder, but it doesn't show up as a selectable option and none of the new civilizations appear in the selection.

sticklefifer
Nov 11, 2003

by VideoGames
Well this is weird. I've had a game going for a while. Fairly early in the game I declared war on Brussels and took them over because their land was right near a natural wonder I wanted. About 600-800 years later I was building a railroad to Prague. Suddenly they declared war on me for some reason, so I immediately made peace with them. Then the next turn I got two messages from two allied nations telling me to stop bullying Prague, so I told them I would. I then resumed my railroad to Prague, and the following turn those same two allied nations criticized me for treating Brussels terribly, even though that was centuries ago. :confused:

Bogart
Apr 12, 2010

by VideoGames
Never attack city-states. They are your friends and they never forget. :911:

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Iamyourking posted:

I cannot get this to run. I have extracted it to the DLC folder, but it doesn't show up as a selectable option and none of the new civilizations appear in the selection.

Can you talk a little more about the process of your installation? What is the size of the .../Steam/steamapps/common/Sid Meier's Civilization V/Assets/DLC/MP_MODSPACK folder (mine is 1.5 GB)? Do you have any other mods installed? Do you have all the official DLC and faction packs?

Iamyourking
Oct 27, 2007

Only courage in the face of doubt can lead one to the answer.
Toilet Rascal
I installed it by downloading it then extracting to Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC, my size matches up with yours, I have all the DLC and expansions except the map packs, and I did not have any other mods running or any false DLC other than the Quality of Life pack-which does seem to be working. Just to be sure, I also unsubscribed to all of my mods and ensured the Mods folder was empty of everything except the 20 MB MP_MODSPACK file, without any difference.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Iamyourking posted:

I installed it by downloading it then extracting to Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC, my size matches up with yours, I have all the DLC and expansions except the map packs, and I did not have any other mods running or any false DLC other than the Quality of Life pack-which does seem to be working. Just to be sure, I also unsubscribed to all of my mods and ensured the Mods folder was empty of everything except the 20 MB MP_MODSPACK file, without any difference.

There is almost certainly an incompatibility between the Quality of Life pack and the GoonPak, since they both modify a broad variety of things including both graphics, unit statistics, and the civilopedia. It's very common for fake DLCs to not play well together unless they are intentionally combined, since only one DLL mod can be used at a time. I'd suggest temporarily removing the QoL pack and seeing if that resolves your issues.

Iamyourking
Oct 27, 2007

Only courage in the face of doubt can lead one to the answer.
Toilet Rascal
That did it, thank you.

Tom Clancy is Dead
Jul 13, 2011

In case you guys haven't heard, there is a major mp-focused balance mod being developed right now for the NQ group. While it's still early days, it's made the game a lot more interesting, with policy choices other than Tradition -> Rationalism being effective. Some highlights are: landships and tanks actually being relevant, Ankor Wat is useful, Honor 5 and Piety 5 are both reasonable openings - so is multi-tree-dipping, Fertility Rites is good, Iroquois is a strong civ, great people meters are split.

In the entire history of Civ 5, there has never been as many viable options while facing competent opposition; a lot of the pure trap choices in the game have been removed.

https://docs.google.com/document/d/1me025Vepd3qXN5QqQtqakPUuSfQmk8D5Jv15SZp9ly8/

http://www.reddit.com/r/nqmod

Tom Clancy is Dead fucked around with this message at 02:09 on May 9, 2015

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Venice: Removed from the game

Vil
Sep 10, 2011

While hilarious, I do think they probably could've found a more elegant way to handle Venice.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

quote:

Atomic Bombs removed from the game.

Deal-breaker.

edit: Though in retrospect they didn't mention Atomic Missiles, which never get used because atomic bombs are so much better. So long as the missiles are in then I'm ok. It's a good list of competitive changes, though Civ 5 has such a disparity between the power civs and the weak civs that I'm not sure it could ever really be considered competitively fair.

Kaal fucked around with this message at 03:47 on May 9, 2015

Bogart
Apr 12, 2010

by VideoGames
They removed Research Agreements too? :psyduck:

Platystemon
Feb 13, 2012

BREADS

Kaal posted:

Deal-breaker.

edit: Though in retrospect they didn't mention Atomic Missiles, which never get used because atomic bombs are so much better. So long as the missiles are in then I'm ok. It's a good list of competitive changes, though Civ 5 has such a disparity between the power civs and the weak civs that I'm not sure it could ever really be considered competitively fair.

Missiles are still in. The idea is that bombs and carriers come too early and cannot be defended against. If someone has to get to Advanced Ballistics and possibly either Telecommunications or Robotics (if they don’t have a city close enough to their target(s)), it gives other civs a fighting chance.

Fister Roboto
Feb 21, 2008

Bogart posted:

They removed Research Agreements too? :psyduck:

If it's MP-focused then yeah, they might as well.

Gort
Aug 18, 2003

Good day what ho cup of tea

Platystemon posted:

Missiles are still in. The idea is that bombs and carriers come too early and cannot be defended against. If someone has to get to Advanced Ballistics and possibly either Telecommunications or Robotics (if they don’t have a city close enough to their target(s)), it gives other civs a fighting chance.

It's a shame you can't shoot down atomic bombers.

That modpack looks good, but I couldn't imagine playing Civ 5 multiplayer without the AI being able to contact players. I guess these guys just play human-only games.

Gort fucked around with this message at 14:01 on May 9, 2015

Serrath
Mar 17, 2005

I have nothing of value to contribute
Ham Wrangler

Platystemon posted:

Missiles are still in. The idea is that bombs and carriers come too early and cannot be defended against. If someone has to get to Advanced Ballistics and possibly either Telecommunications or Robotics (if they don’t have a city close enough to their target(s)), it gives other civs a fighting chance.

Not to read too much into this because it's a board game, not a historical game but this kinda parallels the nuclear age and the Cold War was premised on our destructive abilities surpassing our defensive ones.

The parallel falls apart, though, because the Civ V AIs don't respect the principals of mutually assured destruction :(

The Sweet Hereafter
Jan 11, 2010
I recently discovered this thread and it has made me quite excited for mods. I'm trying to download the Civ GoonPack 3 but it gets halfway then tells me it's too big so I have to install some MEGA add-on, which then won't install. Am I doing something wrong? Also is it worth just waiting for the next update, if it's going to fix a load of bugs?

DId I see something about a USSR Lenin Civ in an earlier version too? Was that one of the Civs removed due to bugs/duplicates?

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

The Sweet Hereafter posted:

I recently discovered this thread and it has made me quite excited for mods. I'm trying to download the Civ GoonPack 3 but it gets halfway then tells me it's too big so I have to install some MEGA add-on, which then won't install. Am I doing something wrong? Also is it worth just waiting for the next update, if it's going to fix a load of bugs?

DId I see something about a USSR Lenin Civ in an earlier version too? Was that one of the Civs removed due to bugs/duplicates?

I don't know what would be causing your issue there. I've downloaded it a couple times from Mega and haven't had an issue. I'd suggest downloading it on a different browser, or a different computer entirely. I'm also eagerly awaiting the next update, but I haven't heard from Poizen in a while and it's rather overdue. Just try getting the download to work, since it's worth it. I don't know about Lenin, but there is a USSR Stalin civ in the current version, and it's pretty sweet.

The Sweet Hereafter
Jan 11, 2010

Kaal posted:

I don't know what would be causing your issue there. I've downloaded it a couple times from Mega and haven't had an issue. I'd suggest downloading it on a different browser, or a different computer entirely. I'm also eagerly awaiting the next update, but I haven't heard from Poizen in a while and it's rather overdue. Just try getting the download to work, since it's worth it. I don't know about Lenin, but there is a USSR Stalin civ in the current version, and it's pretty sweet.

Giving it another try now. If I remove the Active AI mod will that affect any of the other stuff? And does it play nicely with EUI?

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Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

The Sweet Hereafter posted:

Giving it another try now. If I remove the Active AI mod will that affect any of the other stuff? And does it play nicely with EUI?

The Active AI mod is tied into the rest of it, as far as I know. Why would you want to remove it? It does play nicely with EUI, and there are specific instructions for that in one of Poizen's posts.

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