Sid Meier's Civilization V

Sid Meier's Civilization V

A World of Ice and Fire
 This topic has been pinned, so it's probably important
Noel  [developer] 7 Oct, 2016 @ 3:32am
Bug/Troubleshoots Report
Known issues
- AI needs to be more offensive and warmongering.
Last edited by Noel; 26 Dec, 2016 @ 8:02pm
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Showing 1-15 of 16 comments
CuppaShawn 15 Nov, 2016 @ 3:12pm 
I would not call this a bug, as so much of a common theme.

I have played as the Stark, Daenaris, the Lannisters, and the White Walkers, and though the white walkers can keep up a fight (when going against them as the Starks), everyone else seems to have a bad problem of not caring about the overall war that is supposed to be going on. After the Lannisters take KL, and some of Riverrun, they don't seem interesting continuing their conquest. Stannis and Remly may take a city from one or the other, but they don't seem to want to fight much. I noticed that Daenaris captured a city-state on the west side of her lands, but never arrived in Westeros. And everybody wanted to be my friend, just because I proposed an embargo against the White Walkers.

The best fight I have had so far was as the White Walkers. I have enjoyed keeping up an unrelenting wave of the undead moving southwards, but at turn 25, I just about knocked out the Starks. They never seemed to put up much of a fight. While the Iron Islands sent about 3 ships to harass me, this almost feels a little too easy, even at level 6 on difficulty. Other than turning enemy troops on the march south, and gaining 3 units when I build each of the barracks, I have yet to build any other ground forces. (I have started build a few ships to support my attack on Bear Island, as the Iron-borne keep interferring with my invasion).

I would suggest finding a means to step up faction aggression. I could turn up the difficult to level 7, but I want an enemy that will bring the fight to me (or at least defend themselves better), rather than further weighting individual unit fights more in favor of the AI players.
Last edited by CuppaShawn; 15 Nov, 2016 @ 3:12pm
Noel  [developer] 15 Nov, 2016 @ 7:22pm 
So AI Traits need to favor more war, aight I will see what I can do.
For Daeny's peaceful regin in Meereen without arriving home, in the latest update v9b I made her at permanent war with Stannis, so even the Ai would be force to retake Dragonstone before KL.
Another means to improve AI defense is try using Smart AI, it help improves actual AI movement. I will see what I can do.
CuppaShawn 26 Nov, 2016 @ 7:17pm 
Thanks Noel. I will road test your changes, and give you any other feedback I may have. For what it's worth, I do like the overall feel of your mod.
Noel  [developer] 28 Nov, 2016 @ 12:50am 
I have found that the AI avoided war with each other because they were all permanent war with the WW, giving the 'We fought against common foes' diplomatic bonus. The latest update have changed this, the WW now only permanent war with Targ, Stark, Tully and Free Folk. Targ and Doth are now on the same team while having permamnent war with Lannister(avenge&KL), Stannis(Dragonstone) and WW(Ice vs Fire). In addition I have added war flavor bonus using SQL from Agressive and Expansive AI mod. So war&hostility should start to happen now from the AI side. Enjoy the conquest!
CuppaShawn 28 Nov, 2016 @ 7:33am 
I am doing a run through, as Tywin. Yes, I am seeing the improvement in the AI fight. Only extra mod that I am running (beside the prerequist 3) is Smart AI.

So far, Stannis is showing some teeth, as I am actually having to fight to retain KL. Riverrun gave some fight for a while, but a couple turns after losing a city, they negotiated peace, by giving up everything but Riverrun. Though from understanding Edmure's character, I would not consider this out of line.

I have seen that Remly and Stannis already declared peace, and the Reach is attacking Remly. The Starks have offered me peace, as well. It did surprise me, though, that the WW are playing the diplomatic game now. I had not read your last post until now. Don't know how I feel about that one, but I do understand your reasoning.

As a side note: As I said that I had not read your note prior to starting, to avoid the "everyone wants to be my friend" syndrome for proposing the embargo against the WW, I instead pointed the embargo at the Targ. I suppose I may still be able to embargo the WW next, without the diplomatic bonus skewing the game in bizarre ways again.

Thanks for the updates!
CuppaShawn 28 Nov, 2016 @ 7:45am 
Hey Noel. I got a question for you, as a modder.

I have been thinking of brushing off my antiquated coding skills, to go into modding, or possibly trying to start my own project. From your understanding, what language are you working with as you are modding this game?

I am trying to figure out which language I should start with, on the learning curve. I did a class on C++ about 15 years ago, and felt pretty comfortable with the work.Of course, it was not my first time writing script. (This will really show my age...) I use to do be pretty good working in Basic, going back to when I was a wee lad of 10...long before Apple...before the Commodore...even before the TSR-80. Yes, there were computers before Apple and Microsoft. My parents had an IBM desktop for their company in 1980, that my brother and I taught ourselves to code in Basic (from a book). And, yes, you had to rub two sticks together to create fire, in order to backlight the screen so you could see the characters.
Noel  [developer] 28 Nov, 2016 @ 9:09am 
Civ V modding allows the using of XML, Lua, SQL and DLL modifications. I recommend starting off with basic XML from other stable mod and exploring ModBuddy. Copying lines and editing to make change for your preference. Then move on to Lua or SQL, Lua will allow you to do much more (i.e.Set religion to be automatically found without relying on AI, although I am not yet quite handy with it. The Lua is currently on my to-learn-list. Happy Modding!
Solowrath 18 Dec, 2016 @ 3:51am 
The game only crushed once randomly so no bugs to report. I have no idea about modding so forgive me if some of these are not even feasible.

AI vs WW: On two of my runs I went Beyond the Wall and defeated the White Walkers with help from the Night's Watch. Both times I was on top of the scoreboard and no one would declare war at me. After 20 turns though on both times, I had everyone declaring war, and it made for some awesome play. Which made me think (once more, sorry Noel, really love playing this mod): what if the WW showed up really strong after turn 200-300? Blocks of ice disappearing and then BAM, invasion. More or less in line with the lore and giving the AIs enough 'freedom' to fight with each other while 'ignoring' the threat. Of course that would mean two scenarios, one as it is, and one where WW aren't playable and they just show up later on.

More customization: Each civ could have unique spy names and only specific to them. I've noticed the same randomness in WiC Deluxe.
Named great generals have differing and specific bonuses like the courtesan, i.e. Tyrion getting +1 City Defense, Jamie +1 Attack, Jon +1 Brooding etc.
Or maybe instead of generals each civ gets a named fighting unit with some of the same bonuses as the Faceless Men (those buggers are hard to kill). Just like the dragons and the direwolves. Guessing I'm not the only one treating them like hero units and protecting them at all costs.
Customized ideologies, if the names of those things can be tampered with. However I'm guessing there's a good reason you haven't added the other two ideologies in game.

A few iron longships for Daenerys at the start maybe? I've found it faster to move my ground units by land towards Pentos. Of course that's more in line with the show currently and major overhauls would be needed (No Baratheons, Bolton in Winterfell, Jon as Lord Commander)

I love playing with the Winter Events and Decisions mods as it makes the game feel more dynamic. Perhaps if I'm not the only one then maybe there could be an update to accomodate A World of Ice and Fire? Most of the features work (example Tywin getting two named Royal Dromonds in Castlery Rock) but others don't work on the final age. Of course this is just nitpicking.

As are all the others. It's still an excellent mod and the perfect early christmas present.
Noel  [developer] 22 Dec, 2016 @ 11:26am 
Originally posted by arkhon2003:
The game only crushed once randomly so no bugs to report. I have no idea about modding so forgive me if some of these are not even feasible.

AI vs WW: On two of my runs I went Beyond the Wall and defeated the White Walkers with help from the Night's Watch. Both times I was on top of the scoreboard and no one would declare war at me. After 20 turns though on both times, I had everyone declaring war, and it made for some awesome play. Which made me think (once more, sorry Noel, really love playing this mod): what if the WW showed up really strong after turn 200-300? Blocks of ice disappearing and then BAM, invasion. More or less in line with the lore and giving the AIs enough 'freedom' to fight with each other while 'ignoring' the threat. Of course that would mean two scenarios, one as it is, and one where WW aren't playable and they just show up later on.

More customization: Each civ could have unique spy names and only specific to them. I've noticed the same randomness in WiC Deluxe.
Named great generals have differing and specific bonuses like the courtesan, i.e. Tyrion getting +1 City Defense, Jamie +1 Attack, Jon +1 Brooding etc.
Or maybe instead of generals each civ gets a named fighting unit with some of the same bonuses as the Faceless Men (those buggers are hard to kill). Just like the dragons and the direwolves. Guessing I'm not the only one treating them like hero units and protecting them at all costs.
Customized ideologies, if the names of those things can be tampered with. However I'm guessing there's a good reason you haven't added the other two ideologies in game.

A few iron longships for Daenerys at the start maybe? I've found it faster to move my ground units by land towards Pentos. Of course that's more in line with the show currently and major overhauls would be needed (No Baratheons, Bolton in Winterfell, Jon as Lord Commander)

I love playing with the Winter Events and Decisions mods as it makes the game feel more dynamic. Perhaps if I'm not the only one then maybe there could be an update to accomodate A World of Ice and Fire? Most of the features work (example Tywin getting two named Royal Dromonds in Castlery Rock) but others don't work on the final age. Of course this is just nitpicking.

As are all the others. It's still an excellent mod and the perfect early christmas present.


Hi, sorry for the late reply. I have had a skim through Events and Decision compability and I think the mod isn't fully yet stable for implementation (and Mac compability issue). Besides, there are still many alternatives to enchance a better gameplay. I will keep that noted for now but if any modder who has the skill and will to do its implementation. That'd be welcome.

Currently, I'm learning to create new customized unit with new imported model. The unique Hero units are in the to do list. I want to get it out neat but currently lacks enough knowledge to do so, it will be quite a while.

In new update, Daenerys get few iroonborn longships and now starts in Pentos. City's combat defense largely reduced and ranged attack is disabled. Have a roadteast on new update, you will notice more elements of surprise from the AI dumb's move, now that city can't just easily wash their foolishly embarked unit away. Hence, units will be more valuable, especially for defending and garrision the city.
Solowrath 23 Dec, 2016 @ 11:34am 
Hey Noel. I just read the change notes. Very interesting changes. Will have a go this weekend.

Something I've been meaning to ask about Bravos and not sure if it's a bug, but is the Civ meant to have these many delagates in the congress? I understand that's the Civ's trait, more money than other civs = more delagates, but all of the CiVs are making crazy gold through out the game and Bravos is just one city.
bigduf007 23 Dec, 2016 @ 6:05pm 
is it normal that drogo ( dothraki ) starts with 0 cities and that there are cities destroyed from him? when i play him i get no cities, also when im not playing him he has nothing at all.? just some horse units
Last edited by bigduf007; 23 Dec, 2016 @ 6:05pm
Noel  [developer] 23 Dec, 2016 @ 10:03pm 
Originally posted by arkhon2003:
Hey Noel. I just read the change notes. Very interesting changes. Will have a go this weekend.

Something I've been meaning to ask about Bravos and not sure if it's a bug, but is the Civ meant to have these many delagates in the congress? I understand that's the Civ's trait, more money than other civs = more delagates, but all of the CiVs are making crazy gold through out the game and Bravos is just one city.
Bravos' trait is exactly what you understood. For each civ that has less gold in treasury will grants 1 additional delegate for Braavos. 14 delegates are its maximum amount as there are 15 factions. Its delegate doesn't remain at 14 though, you can observe this from trading screen or simply by using InfoAddict.

Braavos has many factors contributing to its gold; Iron Bank, Key trade city, luxuries and not engaging in direct war all lead to high gold income.
Zark 14 Nov, 2017 @ 10:19am 
Whever I try to load the game will all the mods installed after choosing A World of Ice and Fire map and clicking the scenario button I try to pick a Civ but the only one that shows up is balon greyjoy and then after clicking it the whole interface goes away and I have no way to start the game or change any options. Any known fix for this?
Lettuce 26 Apr, 2019 @ 4:44pm 
mine says "Mod is Missing dependents" even though I have the other four selected and all DLC installed and enabled. Any fix?
Jozo_Trovač 15 May, 2019 @ 2:34am 
My game freezes when it loads, done everything correctly, any help?
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