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That being said im a player who controls all workers and never automates them so i do agree and sympathise with the sometimes 14 turns to clear a jungle and build a mine.
Good mod besides the lack of game balance, I was initially excited to see what you had given liberty to rebalance as some people have a flair for historic bonus creation. Keep up the good work!
As for the scripts and stuff, look at C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V SDK\CvGameCoreSource. ...\steamapps\common\Sid Meier's Civilization V\Assets\Gameplay can also be useful.
Anyhow, definitely a good idea for a mod as IMO it's probably how the game should have been from the outset in terms of science victory. I believe the md5 is related to the checksum of a file. Might be possible to generate elsewhere, but I'm not sure it really matters that much for the mod info. Try putting in some gibberish number to see if that'd still work.
All I have to do know is figure out what md5 means and what to put in there and I'm done!
One of my favourite mods is the Earth 2014 mod.
I think you should try it, though it requires the Korea DLC and what not, however there is a fix to the game that alows you to play with Regular BNW.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=232260912
How do you like my piece of literacy - neat right? I'm just saying I didn't find it on Google.
As for the Visual Studio bit, try something like this link [download.microsoft.com]. Some others seem to have had trouble with that part too, but some have said that version of the VS stuff works for them. Would be curious to see your mods sometime.
As for your idea though, I'm not sure I see much of a point. It's not that hard to construct mines, trading posts, and farms to fulfill larger amounts of production, gold, and food. Pretty much only science doesn't have a readily available and simple tile improvement, but even then trading posts on jungle and academies can fulfill that role. Culture can vary, but great works and landmarks pretty much fulfill that role IMO, as do holy sites for religion.
As for future era ideas, I know a lot of players are already put off by the "sci fi" aspects of the regular Information/Future era of the game, so I'm uncertain how many would actually want something like that (unless it was very extensive). Plus, games are more or less already won by then or before unless one started in a quite late era. Fiddling around with extra buildings isn't too complicated, but unless I'd recycle existing 3D art for "new" units I probably wouldn't really have the patience or skill to go to that level of timesink modding. I'm a programmer, not a modeler.
anyway thx for your mod:)
There is a potential third option, but chances are you may have already attempted it (but if not then give it a shot):
3) The order that mods are activated in (as shown just prior to being able to go to the set up screen for a modded game) can matter. You could attempt to activate this mod as the very last one and see if that helps. Even if other mods change related values, activating this mod last may overwrite those changes.
i will try both actions but i think you are right with these 3 mods.
dam the only thing i hate most about civ was the long build time of workers...)
1) Try the old version compatibility of this mod to see if that resolves the issue. If you're on Windows, you'd probably find the relevant readme.txt file for it in C:\Users\[YourAccountNameHere]\Documents\My Games\Sid Meier's Civilization 5\MODS\1 Turn Tile Improvements (v #).
2) Of the mods you've activated, see if any alter CIV5Units.xml. They might even contain a file with that same name. You may have to combine xml details from this mod with your copy of another mod if option #1 doesn't work.
Yes the mod is aktivated in the mod menu.
Im using
extend resoruce display
1 Turn
and communitas , interface,, enhanced Gameplay, ai and tools
that would be very sad if one of the last mods prevent your mod from working.
cause i really hate the work time of the workers.)
ediot lol i wrote the answer in my langu...)
Also, since it's not clear if you did, did you actually activate the mods and do the setup through the Mods portion of the main menu? Remember that merely setting up a single player game is not enough, it has to be through the Mods section of the menu to take any downloaded mods into account.
i have civ5 with both addons.
i dont understand how it works.
thx