Sid Meier's Civilization VI

Sid Meier's Civilization VI

Mod-Mod: Various
7 Comments
太慢鱼龙 10 hours ago 
OK, thanks for your sharing. My English is so bad that I am not able to tell you more about what I think. But thanks, I will keep your code in my Document Folder and just use this as a part from your mod.
honi_canable  [author] 10 hours ago 
@太慢鱼龙
I apologize for the inconvenience caused by this minor change. It worked at least in my fully modded environment. Since the update might not have been applied yet, have you tried resubscribing? Of course, copying parts of the mod is no problem.
太慢鱼龙 11 hours ago 
@honi_canable It still having the trouble......
Can I just pick your mod apart and only keep the part about Suk's Egypt and Khmer rework as a mod file in my PC?
honi_canable  [author] 12 hours ago 
@太慢鱼龙
Sorry, the previous version had an error in its processing, but I believe it should work now. If it still conflicts, I'll investigate.
太慢鱼龙 13 hours ago 
I'm sorry to tell you that this mod is incompatible with some of the about 260 mods I have enabled at the same time. How could I know which mod is incompatible with this mod?
honi_canable  [author] 9 Oct @ 9:22am 
@TCMOREIRA
It sounds like it'll be a big undertaking, but it's hard to say for sure unless you point out the specific problems.
TCMOREIRA 9 Oct @ 8:11am 
My dream would be a compatibility mod which makes it possible to play with the most popular mods (such as JNR's, City Lights, CQUI, Sukritact's Simple UI, Wide and Tall, and etc) without them bugging up and glitching the UI, especially the city production and city information panels, which sometimes don't even show up.