Sid Meier's Civilization V

Sid Meier's Civilization V

Naval Healing Mod
14 Comments
Loekman3 21 Dec, 2021 @ 7:27am 
It seems that the Promotion only covers specific units so modded Naval units won't get the bonus. I think that can be alleviated by making the promotion available after researching a certain tech, then change the XML so that instead of encompassing specific units, it encompasses the general Naval units so that mods such as Enlightenment and Future Worlds still get the bonus
vondraco 3 Jun, 2017 @ 10:25pm 
Excellent mod. Difficult to play without this for Me. However, I find that Civ-specific UU's that replace naval units do not get the benefit of this mod. As I use a few other mods that add new Civ's to the game, some with useful naval UU's, that's a bit frustrating. I deal with it, as I have little to no clue how to do any modding of My own.
stan.collins 4 Mar, 2016 @ 6:19am 
This mod doesn't seem to work for the Danish Longboat in BNW.
Barrowulf  [author] 15 Oct, 2015 @ 12:06pm 
Updated for Brave New World; now includes the Portuguese Nau.
Venusaisha 31 May, 2015 @ 2:19am 
very much needed that thanks.
Ranger8599 12 Feb, 2014 @ 3:52am 
A must have MOD.
pdonettes 15 Aug, 2013 @ 7:48pm 
I with there was a way to make it so ships only heal adjacent to land. that would seem to make sence for earlier wooden vessels.
Barrowulf  [author] 11 Aug, 2013 @ 7:57pm 
This was uploaded Dec 2012. ; )

Soon, I'll be going through the rest of my mods and updating those that I think are worth it to function properly with BNW. This one will be included.
Jay 11 Aug, 2013 @ 4:14pm 
this doesn't seem to work for the BNW new portuguese unique unit Nau.
arj1218 18 Jun, 2013 @ 11:05pm 
@ Barathor, you would be correct, most ships (at least 1700s on im sure) had a carpenter, mechanic, or some other kind of repairman to fix masts, engines, etc. A huge hole from a cannon might be hard to nail shut though :)
draconis1456 4 May, 2013 @ 4:42pm 
much handier when you use your ships and not have to keep running back to home to repair
Barrowulf  [author] 8 Mar, 2013 @ 12:16pm 
I believe ships usually had carpenters or repairmen on board, but yeah, this modification is a bit of a stretch and is meant to favor gameplay over realism (like many other existing mechanics within the game), for those that wish for it within their games.

I'm afraid the nice suggestions you've made would require some heavy modding and not just simple XML changes of the existing code, and I don't really have the will to pursue them, sorry. Even with this little mod, I had to be slick with the changes and hide them within a promotion, since there's not a straightforward way of granting the healing effect to ships in the way land units receive it; not by modding XML exclusively anyway. With Lua or the source files, I'm sure it's possible.
Zark 8 Mar, 2013 @ 11:07am 
Out of suggestion, would you consider making pre-modern ships only able to heal in coastal tiles as opposed to ocean ones? I can see how fueled ships would be able to repair themselves in the open sea, but I imagine galleons and such would need to anchor and possibly have a source of timber (small source, so not necessaily to the level of a nearby forest tile) in order to repair.
Ryan 9 Feb, 2013 @ 7:50am 
could you give helicopters the airship promotion from smokey skies so they can fly over water?