Sid Meier's Civilization V

Sid Meier's Civilization V

National Navy Academy
34 Comments
Bevel Lemelisk  [author] 29 Jan, 2016 @ 2:16pm 
The XML for that check shouldnt be too hard to find. Id just look at the XML for building the seaport as it should have it within it.:steamhappy:
Random1 28 Jan, 2016 @ 8:46am 
this mod amuses me because i have another broken wonder mod that adds a free seaport to a city without making a check that it is on the coast so i often end up with my naval hq being on the middle of a desert just for lolz
DerEider 13 Dec, 2013 @ 2:25pm 
Got the mod. THANKS!!
Installed. Discovered that it was not among the mods under the Civ5 "Documents/ ..." directory. I did, however, find National Navy Academy was already in the Civ5 Mods subdirectory under my "C:\Games\ ..." directory. {I have relocated all games away from the traditional "C:\Program Files (86)" location}.
For some reason this mod [and a few others] had been installed at "C:\Games\" but was not mirrored in the "Documents" directory. So Steam must be doing some mod installs only in the Games location and its not being picked up by the Documents location. Don't know WHY ??
Now to try it out!
DerEider 6 Dec, 2013 @ 10:08pm 
Still no joy. Cannot find evidence of it in the Mods subdirectory nor in my "Workshop Collection". I'll try to convey my e-mail address to you directly.
Bevel Lemelisk  [author] 6 Dec, 2013 @ 6:29pm 
If it still doesnt work let me know. I can always mail you directly the files. What could be happening is the files arnt actually being downloaded and thus showing up in your folder. OR the file is, but not being unpackaged. I have seen that before.
DerEider 5 Dec, 2013 @ 2:47pm 
Maybe it's the National Military Academy; similar [?] name.
Started new game after previous comment. Tried "Get Mod" entry to Workshop. Unsub'd then re-Sub'd. Went back to game Mod screen but no NNA. NMA was there. Will try again omitting NMA and see what happens. Can't understand why any other mod would mess with Navy Academy.xml; that seems too specific,
Thanks for your quick response.
Bevel Lemelisk  [author] 5 Dec, 2013 @ 1:35pm 
Im honestly not sure, unless one of the other mods somehow overwrites it. (it would have to have the same type names etc as in my navy academy xml file). Let me know.
DerEider 5 Dec, 2013 @ 12:07pm 
Don't know why, but NNA mod won't show up in game. I've been sub'd since shortly after you uploaded it. I've added and used MANY [100++] mods, so I know how to do it correctly. For some reason this mod only hasn't been added to game. I have Miltary Academy & Special Forces Academy so it would be nice to have this [+ your Air Force Academy when released] to round out the set.
I'm going to try this one more time today. Will let you know if successful.
Any ideas ??
Bevel Lemelisk  [author] 23 Nov, 2013 @ 4:03pm 
That is already in the works :P Currently it is in the "closed beta" stage between my neighbor and I. I still need to get some art for it etc. But it is def upcoming. This semester has be very very arduous thus it hasnt been worked on much at all the past few months.
Munancho 18 Nov, 2013 @ 2:38pm 
Great mod, an Air Force Academy would be great too =D
Bevel Lemelisk  [author] 20 Aug, 2013 @ 1:08pm 
Yep, it has been working fine for me so far as well, I might make an "update" just so that it lists as BNW compatable.
Ouranos 20 Aug, 2013 @ 7:10am 
Works great in BNW for me.
SilverHead 27 Jul, 2013 @ 5:59pm 
Im waiting for confirmation that it is compatible with BNW before I install. Looks like a great mod.
{Tweaker}Spets767 15 Jul, 2013 @ 9:12pm 
Thanks, its a great mod
Ledd_Bate 15 Jul, 2013 @ 8:23pm 
That's great! Thanks for taking the time to make sure this will work for BNW.
Bevel Lemelisk  [author] 15 Jul, 2013 @ 7:10pm 
It should work in BNW, however I will be making an update for it and testing it.
{Tweaker}Spets767 15 Jul, 2013 @ 12:47am 
will this be updated for BNW?
Ledd_Bate 16 Apr, 2013 @ 12:10pm 
Nope, no crash (thankfully.)

I've played a third game and all my naval units healed. Howvever, a few of them would delay healing for a turn or two, then heal every turn normally after that.

I'm playing vanilla with a LOT of mods -so, I think it is safe to say that this mod will function in a vanilla game with the caveats that the ships won't always heal normally and that you will (obviously) not get the great admiral. So anyone sitting on the fence about this mod because you prefer vanilla games (like me) should go ahead and give this one a try.

On a side note: If you play England with this mod and manage to construct the "great lighthouse" first, you are simply unbeatable on the ocean.
framedarchitecture 13 Apr, 2013 @ 11:01am 
You should get a crash when the game tries to generate an admiral, unless the author has pulled out the GK elements and placed them into a separately loaded file.
Ledd_Bate 5 Apr, 2013 @ 7:42pm 
Well, I can say from this marathon game I'm playing that it seems to be working fine for Vanilla. Can't say for other players though. It is encouraging that I'm playing with over a dozen mods and it doesn't seem to conflict with any of them. I still rather suspect that the Civ V update may have had something to do with the previous game where a percentage of my fleet wouldn't heal. I really need to try a G&K game 'cause I really want my Admiral.
Bevel Lemelisk  [author] 1 Apr, 2013 @ 9:36pm 
Ahhh yea, I havent tested it for Vanilla. But yea it is intended for G+K because of the Great Admiral, and I doubt you can get it without G+K as it added the unit and the mechanics that it brings. (though they are only slightly different than the Vanilla general).
Ledd_Bate 1 Apr, 2013 @ 9:27pm 
@Bevel: BTW, I'm playing "vanilla" and I'm thinking the mod was mostly meant for G&K, right? Because I haven't gotten a free "Great Admiral" in either game I've played so far.
Ledd_Bate 1 Apr, 2013 @ 9:27pm 
@Bevel: Sorry it took so long to get back to you. I like playing on "Marathon" and I've been working overtime. Anyway, finally got far enough into the game to build frigates then get them upgraded to destroyers. So far, no problems. I've deliberately put every ship "in harm's way" to get them damaged a bit, then retreated out into open ocean to heal. Every one of them (six destroyers, two subs, two battleships, two carriers) have been able to heal both in and out of my territorial waters. I can't explain why a third of my fleet from the previous game wouldn't heal. I'm still using the same mods. However, Civ V did get that update recently. That might be why I had problems. It's also possible that I didn't restart Civ V after initially downloading the mod. That might have caused problems too. Anyway, the mod works great now.
Ledd_Bate 11 Mar, 2013 @ 5:29pm 
Yes and yes/no. The promotion showed up on the ship's info bar and on the closeup menu when I selected the unit. Also in my unit list. Most of my fleet would heal normally (whether in my waters or not) but a few of the ships would not heal no matter where I parked them. I'm playing another game (but have not advanced enough yet to the Naval Academy yet.) I will let you know if the bug repeats.
Bevel Lemelisk  [author] 10 Mar, 2013 @ 7:58pm 
Did the promotion show up on the list? and would the units heal inside your civ boarders?
Ledd_Bate 9 Mar, 2013 @ 8:23pm 
Nice mod. I can finally give Elizabeth a run for her money even on "Immortal" level since she doesn't seem to build this. Also, I'd like to report a (possible) bug. After building the Academy, I ran into situations where a percentage of my fleet simply refused to heal -whether in open water, foreign waters or my own areas. That's including clicking the "heal/fortify" command as well. In my fleet, 3 out of the 14 ships simply refused to heal and I had to eventually decomission them. The other 11 ships would heal fine though. I've only played one game so far, so I will report back if it happens again.
Bevel Lemelisk  [author] 25 Feb, 2013 @ 9:57am 
I for whatever reason cant remove the old picture of the incorrect Pedia entry, the correct one should display now though without the -1 food.
hammett132 24 Feb, 2013 @ 5:45am 
i think it is good as is, i think
Bevel Lemelisk  [author] 23 Feb, 2013 @ 2:50pm 
Since it requires a seaport it is forced to be on the coast. Though I suppose i could change it to require more water tiles in some way.
hammett132 23 Feb, 2013 @ 8:46am 
cool idea. i would always feel force to make military wonders on the coast
FinePhenomena 22 Feb, 2013 @ 4:45pm 
No problem.
Bevel Lemelisk  [author] 21 Feb, 2013 @ 3:08pm 
Exactly as it states above, as well as provides +1 culture in the city. It DOES NOT take up 1 food. (I unfortuneatly havent had time to update the civ pedia entry and screenshot as I have been busy with midterms, I appologize).
FinePhenomena 20 Feb, 2013 @ 9:24pm 
What does it do then?
Bevel Lemelisk  [author] 19 Feb, 2013 @ 3:39pm 
I just noticed that it states in the pedia entry that it takes -1 food. It doesnt do this. I will change the pedia entry and upload a minor revision a bit latter on.