Sid Meier's Civilization V

Sid Meier's Civilization V

Super Power Units - Super Power Modpack
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Update: 4 Aug, 2014 @ 9:25am

V4.2 Update

Should be compatible with older version’s saved files unless you have the Modern Work Boat Unit in v4.0 (removed in v4.1) in game.

Bug Fixed
v4.1 has been proved to be a failure to solve the CTD problem in v4.0. Now some leftovers have been fixed.
The unexpected RESEARCH OVERFLOW and most CTDs are confirmed to be caused by the lack of “nil” condition in New Trait and Policies.lua. Now it is fixed. (Thanks cocoleche for the codes, 幻影 and 法伊 for testing)
Fixed a problem will cause CTD or corrupted saved file caused by using “player:GetName()”. (Thanks far_away_land and Maximus for codes)
Fixed a bug that the policy “Third Alternative” will cause runtime error.(Thanks Maximus for codes)
Fixed a bug that Japanese units will grant you culture when embarking or disembarking.
Fixed some notification text mistakes like the description of the new work boat.
Fixed a bug caused by new BTN: “settler joining the city” – the working population won’t change.
Considering not everyone owns Conquest of the New World DLC or G&K DLC, so some textures from them have been extracted to the mod itself. This may solve some “missing texture” or “broken Tech Tree” for some people.

Balanced Tweaks:
Now the Work Boat will spend some turns to build the naval improvements since they won’t be consumed. (building the fishing boat need the same time as the farm while oil platform, the oil rig )
The amount of culture needed for acquiring new plot in the city has been lowered to compensate fewer cities on the map due to the increased min city range.
The cost of building Brazilwood Camp has been lowered while AI priority increased to make it able to compete with lumber mills in jungle.

Update: 26 Jul, 2014 @ 12:13pm

V4.1 Update

Bug Fixed:
Now working fine with IGE (Ingame Editor) : No longer "Error" message shown when opening IGE with this MOD on and you are able to use IGE to edit new resources added in this Mod.
Fixed a bug that AI settlers won’t found cities if starting in non-Ancient eras.
Fixed a building description text problem in tradition Chinese language. (Thanks MarbleGargoyle)
Fixed a problem in Civilopedia that may cause CORRUPTED saved file on some computers.
Fixed a Bug that culture cost for next Policy threshold may increase abnormally for some civilizations. (Thanks MarbleGargoyle and Maximus)
The “blocking science overflow” function proves to be defective, which may uncontrollable SCIENCE OVERFLOW. Now it is disabled.
The new specialist rule has been considered to cause CRASH in AI turns, now it is disabled for the AI, but still functional for human players (AI will receive a +1 science bonus for all specialists after the human player entering post-industrial eras for a temporary compensation).
The ranged units attacking city to kill population rule has been considered to cause CRASH in AI turns, now it is only functional in battles between human players and AI, temporarily.
The strategic bombers attacking city to kill population rule has been considered to cause CRASH in AI turns, now it is only functional in battles between human players and AI, temporarily.
The Mod background image loading function has been changed to reduce loading time and lower the risk of CRASH.(Thanks the author of Enhanced User Interface MOD: bc1)
Fixed some problematic Lua events in New Attack Effects.lua and New Combat Rules.lua which may cause “runtime error” or CRASH.
Replaced some Lua events for some Policies and traits that may cause CRASH in AI turns. (Thanks eryu)

UI Improvement:
You must use a button called “Move into the City” to order settlers to join the city. (Thanks far_away_land for the Lua code)
As a result, there will be no “missing settlers” when they end their turns in a city.


Balanced Tweaks:
Modern Workboat is considered to be useless and cannot be automated, so it is removed.
Instead, normal workboat will not be consumed after building naval improvements Fast Minor Turns if researched certain Tech or unlocked certain policies. However, its cost is doubled and you can only own up to 3 workboats.
Special Forces Unit cannot capture the city if earned the “Special Ops - Assassinate” Promotion. Now it is replaced by “Field Combat Survival” which provides +33% Combat Strength in ROUGH terrain (Hills, Forest, or Jungle)


Super Power Misc Updates:
Unit Automation: when you press the “enter” key, the units who have scheduled path will no longer be affected to set to “sleep”.
Fast Minor Turns: City States CAN build combat units to protect them from early barbarian attacks, but up to 6 units only for every CS.

Update: 13 Jul, 2014 @ 6:58am