May I recommend Notepad++ - open all the files in your mod and then use "Search ...", "Replace ..." ... "Replace All in All Opened Documents"
(LIBERTY BRANCH)
POLICY_LIBERTY (opener for the Liberty branch)
POLICY_COLLECTIVE_RULE
POLICY_CITIZENSHIP
POLICY_REPUBLIC
POLICY_REPRESENTATION
POLICY_MERITOCRACY
POLICY_LIBERTY_FINISHER ("finisher" for the Liberty branch)
POLICY_LIBERTY
POLICY_REPUBLIC POLICY_CITIZENSHIP
| |------------->|
POLICY_COLLECTIVE_RULE POLICY_REPRESENTATION POLICY_MERITOCRACY
POLICY_LIBERTY_FINISHER
............................................................
(TRADITION BRANCH)
POLICY_TRADITION (opener for the Tradition branch)
POLICY_ARISTOCRACY
POLICY_OLIGARCHY
POLICY_LEGALISM
POLICY_LANDED_ELITE
POLICY_MONARCHY
POLICY_TRADITION_FINISHER ("finisher" for the Tradition branch)
POLICY_TRADITION
POLICY_ARISTOCRACY POLICY_OLIGARCHY
|
POLICY_LEGALISM
|------------|
POLICY_LANDED_ELITE POLICY_MONARCHY
POLICY_TRADITION_FINISHER
............................................................
(HONOR BRANCH)
POLICY_HONOR (opener for the Honor branch)
POLICY_WARRIOR_CODE
POLICY_DISCIPLINE
POLICY_MILITARY_TRADITION
POLICY_MILITARY_CASTE
POLICY_PROFESSIONAL_ARMY
POLICY_HONOR_FINISHER ("finisher" for the Honor branch)
POLICY_HONOR
POLICY_WARRIOR_CODE POLICY_DISCIPLINE
| |
POLICY_MILITARY_TRADITION POLICY_MILITARY_CASTE
|
POLICY_PROFESSIONAL_ARMY
POLICY_HONOR_FINISHER
............................................................
(PIETY BRANCH)
POLICY_PIETY (opener for the Piety branch)
POLICY_ORGANIZED_RELIGION
POLICY_MANDATE_OF_HEAVEN
POLICY_THEOCRACY
POLICY_REFORMATION
POLICY_FREE_RELIGION
POLICY_PIETY_FINISHER ("finisher" for the Piety branch)
POLICY_PIETY
POLICY_ORGANIZED_RELIGION POLICY_MANDATE_OF_HEAVEN
| |
POLICY_THEOCRACY POLICY_FREE_RELIGION
|
POLICY_REFORMATION
POLICY_PIETY_FINISHER
............................................................
(PATRONAGE BRANCH)
POLICY_PATRONAGE (opener for the Patronage branch)
POLICY_PHILANTHROPY
POLICY_CONSULATES
POLICY_SCHOLASTICISM
POLICY_CULTURAL_DIPLOMACY
POLICY_MERCHANT_CONFEDERACY
POLICY_PATRONAGE_FINISHER ("finisher" for the Patronage branch)
POLICY_PATRONAGE
POLICY_PHILANTHROPY POLICY_CONSULATES
| |
POLICY_SCHOLASTICISM -----------------> |
| |
POLICY_CULTURAL_DIPLOMACY POLICY_MERCHANT_CONFEDERACY
POLICY_PATRONAGE_FINISHER
............................................................
(COMMERCE BRANCH)
POLICY_COMMERCE (opener for the Commerce branch)
POLICY_TRADE_UNIONS
POLICY_ENTREPRENEURSHIP
POLICY_MERCANTILISM
POLICY_CARAVANS
POLICY_PROTECTIONISM
POLICY_COMMERCE_FINISHER ("finisher" for the Commerce branch)
POLICY_COMMERCE
POLICY_CARAVANS POLICY_TRADE_UNIONS
| |
POLICY_ENTREPRENEURSHIP POLICY_MERCANTILISM
|---------------------------> |
POLICY_PROTECTIONISM
POLICY_COMMERCE_FINISHER
............................................................
(RATIONALISM BRANCH)
POLICY_RATIONALISM (opener for the Rationalism branch)
POLICY_SECULARISM
POLICY_HUMANISM
POLICY_FREE_THOUGHT
POLICY_SOVEREIGNTY
POLICY_SCIENTIFIC_REVOLUTION
POLICY_RATIONALISM_FINISHER ("finisher" for the Rationalism branch)
POLICY_RATIONALISM
POLICY_SECULARISM POLICY_HUMANISM
| |
POLICY_SOVEREIGNTY POLICY_FREE_THOUGHT
|
POLICY_SCIENTIFIC_REVOLUTION
POLICY_RATIONALISM_FINISHER
............................................................
(AESTHETICS BRANCH)
POLICY_AESTHETICS (opener for the Aesthetics branch)
POLICY_CULTURAL_CENTERS
POLICY_FINE_ARTS
POLICY_FLOURISHING_OF_ARTS
POLICY_ARTISTIC_GENIUS
POLICY_ETHICS
POLICY_AESTHETICS_FINISHER ("finisher" for the Aesthetics branch)
POLICY_AESTHETICS
POLICY_CULTURAL_CENTERS POLICY_FINE_ARTS
| |
|<---------------------------- |
POLICY_FLOURISHING_OF_ARTS POLICY_ARTISTIC_GENIUS
|
POLICY_ETHICS
POLICY_AESTHETICS_FINISHER
............................................................
(EXPLORATION BRANCH)
POLICY_EXPLORATION (opener for the Exploration branch)
POLICY_MARITIME_INFRASTRUCTURE
POLICY_NAVAL_TRADITION
POLICY_MERCHANT_NAVY
POLICY_NAVIGATION_SCHOOL
POLICY_TREASURE_FLEETS
POLICY_EXPLORATION_FINISHER ("finisher" for the Exploration branch)
POLICY_EXPLORATION
POLICY_MARITIME_INFRASTRUCTURE POLICY_NAVAL_TRADITION
| <----------------------------------- |
POLICY_MERCHANT_NAVY POLICY_NAVIGATION_SCHOOL
|
POLICY_TREASURE_FLEETS
POLICY_EXPLORATION_FINISHER
............................................................
(FREEDOM ideology)
(Tenets Level 1)
POLICY_OPEN_SOCIETY
POLICY_CREATIVE_EXPRESSION
POLICY_CIVIL_SOCIETY
POLICY_COVERT_ACTION
POLICY_CAPITALISM
POLICY_ECONOMIC_UNION
POLICY_UNIVERSAL_HEALTHCARE_F
(Tenets Level 2)
POLICY_VOLUNTEER_ARMY
POLICY_URBANIZATION
POLICY_THEIR_FINEST_HOUR
POLICY_UNIVERSAL_SUFFRAGE
POLICY_NEW_DEAL
POLICY_ARSENAL_DEMOCRACY
(Tenets Level 3)
POLICY_MEDIA_CULTURE
POLICY_TREATY_ORGANIZATION
POLICY_SPACE_PROCUREMENTS
............................................................
(ORDER ideology)
(Tenets Level 1)
POLICY_HERO_OF_THE_PEOPLE
POLICY_SOCIALIST_REALISM
POLICY_SKYSCRAPERS
POLICY_PATRIOTIC_WAR
POLICY_DOUBLE_AGENTS
POLICY_YOUNG_PIONEERS
POLICY_UNIVERSAL_HEALTHCARE_O
(Tenets Level 2)
POLICY_ACADEMY_SCIENCES
POLICY_PARTY_LEADERSHIP
POLICY_RESETTLEMENT
POLICY_CULTURAL_REVOLUTION
POLICY_WORKERS_FACULTIES
POLICY_FIVE_YEAR_PLAN
(Tenets Level 3)
POLICY_DICTATORSHIP_PROLETARIAT
POLICY_IRON_CURTAIN
POLICY_SPACEFLIGHT_PIONEERS
............................................................
(AUTOCRACY ideology)
(Tenets Level 1)
POLICY_ELITE_FORCES
POLICY_MOBILIZATION
POLICY_UNITED_FRONT
POLICY_FUTURISM
POLICY_INDUSTRIAL_ESPIONAGE
POLICY_FORTIFIED_BORDERS
POLICY_UNIVERSAL_HEALTHCARE_A
(Tenets Level 2)
POLICY_MILITARISM
POLICY_LIGHTNING_WARFARE
POLICY_POLICE_STATE
POLICY_NATIONALISM
POLICY_THIRD_ALTERNATIVE
POLICY_TOTAL_WAR
(Tenets Level 3)
POLICY_CULT_PERSONALITY
POLICY_GUNBOAT_DIPLOMACY
POLICY_NEW_ORDER
[1877.082] Syntax Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua:293: '=' expected near 'end'
[1877.082] Runtime Error: Error loading C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua.
Lua error - probably does something.
Is the time victory meant to be extended? It isn't at the moment, and I'm not sure if I'll be able to play with all the cool future stuff before turn 500.Lua error - probably does something.
Lua error - probably does something.
Code:[1877.082] Syntax Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua:293: '=' expected near 'end' [1877.082] Runtime Error: Error loading C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua.
Is the time victory meant to be extended? It isn't at the moment, and I'm not sure if I'll be able to play with all the cool future stuff before turn 500.
Finally, R.E.D support? (As in, rescaling)
The error Chrisy15 is reporting would be a fatal code-syntax error and would cause the entire file to be discarded by the game. I'm not seeing the error in the error logs when I run V2 of the mod. bouncymischa, you don't have different copies of the same version number running around loose on the net, do you ?Hmm... this looks like it might be an error in the code that gives the Gene Vault its dummy policy, but I'm not entirely sure what's causing it.
I'm not seeing the error in the error logs when I run V2 of the mod. bouncymischa, you don't have different copies of the same version number running around loose on the net, do you ?
The first thing I noticed was that there wasn't an upgrade for units like the Battleship and Stealth Bomber. While I guess the Stealth Bomber doesn't need an upgrade, the Battleship could do with one - even if it just merges into the Missile Cruiser's tree.
Secondly, although the Paratrooper still upgrades to the X-COM, it would be nice to have something in-between, since Paratroopers will be on 65 strength for quite a while.
I thought the Battleship upgraded to the Missile Cruiser in the base game? I'll have to check and make sure I didn't accidently break that.
As you point out, the Stealth Bomber is pretty much one of the ultimate endgame units, so I couldn't really think of anything that would follow them. I could create a Suborbital Bomber with greater range, but I preferred to focus on ground and ranged units. I might go ahead and create a Suborbital bomber if I tweak the Stealth Bombers promotions so that it could be intercepted, making it a bit more interactive than just pummeling enemies with impunity. (It makes sense that the Suborbital Bomber would be even harder to intercept... )
Finally, and I'm not trying to be offensive, but what is the point in the mutants/chimera units? They just seem to be a new set of units to build, when I've already built all my new units, and I'm just upgrading them up their paths.
No offense taken. They're a bit of a long story, though.
In V1, since I couldn't do infantry models yet I was feeling rather limited in what new units I could add. There was the Zombie unit model, however, so I figured I'd add in the Mutant to have another new unit, and as a bit of an homage to things like Resident Evil and the Umbrella Corporation. It was originally designed as a cheap Infantry alternative that could regenerate, giving an option for a disposable front-line unit. Since they were just random victims mutated into monsters, it made sense they didn't actually upgrade from anything, and they were just disposable fodder.
As I got better at doing unit models, however, I started to mull upon the idea of extending the Mutant line into a line of "biotroopers" -- Future Worlds is somewhat divided up into three "branches", and the "ecological" branch was lacking in units a bit. Creating the biotrooper line helped compensate for that by giving the ecologicals more units to build. Certainly, I'm aware most players typically just upgrade existing units in the end game... but I've always been a rather poor warmonger, and thus tend not to instead only end up building units when I need them (usually when I get invaded for not having a strong enough military). So for me, I didn't mind the thought of units you had to build fresh, rather than upgrade. What's more, I added in buildings like the VR Training Centre and the Biogenesis Pods which allowed you to make more veteran/powerful units from scratch. Given that the Biogenesis Pods also accelerate the production of the "biotrooper" line and the chimeras, it did lend itself to a possible playstyle where the player can create veteran units from scratch quickly, which may work with certain civs such as Huitzil's Fairy Alliance (which encourages that playstyle).
I haven't really had the chance to test it fully to see if it's worthwhile, but given that I usually end up creating units from scratch myself rather than upgrading, I can see myself using them.
Oh, and I was refering to R.E.D's rescaling, which appears to work fine. Don't worry - no-one's expecting ethnic diversity for all the units
[Edit] On a more positive note, I've got an idea for helping the diplomatic victory!
If it's possible, you could perhaps remove the extra delegates that the two most voted players get at the World Leader vote. Then, a bonus to the delegate count could be added later on, towards the end of the tree. This should extend the game, but I'm not sure if it's possible or not. Just an idea.
I haven't really had the chance to look at how diplomatic victory is coded -- I may be able to tweak some of the values once I get the time to go through it in more depth.
@plus: I'm not familiar with the mod, so I'm not sure why it would be causing that result. My mod doesn't really do anything different with tech costs from the rest of the tree. I'd chalk it up to the mod manually resetting costs, but it apparently works with the prehistoric mod... although the prehistoric mod does run normally at an epic speed, so maybe there's something there? I'm not really sure what to suggest...
hi,
i tried this mod,but i need your advise pls.since i use another mod called slower research (which slows down tech by 300%), which causes all tech to appear correctly and longer ,till your mod kicks in and than it shows 1 turn for each tech all the way to the last one which shows 80000 something..
i also use the prehistorc era reborn which looks fine, but it just until it starts the future techs that suddenly all take 1 turn..is this intended or a mismatch between the mods?
thanx for the reply.
i actually removed the prehistoric mod ,kept the future one,but still it shows costs of tech there to be just 1 turn..one strange thing i noticed is that it sometimes changes and show different costs , maybe that depends on current tech researched or progresion..i dont know.i'm continuing the game and will see what happens when i get there,will let u know .thanx again.
It appears to be a subtle conflict between the two mods. The +300% mod is making the technology costs exceed the maximum the game is programmed to accept, so you get negative technology-cost numbers. Not sure if this is apparent for all gamespeeds, but with Slower Research +300% and Future Worlds enabled (and nothing else enabled) at Marathon GameSpeed I am seeing huge negative numbers in the technology costs of the Future Era techs.@plus: I'm not familiar with the mod, so I'm not sure why it would be causing that result. My mod doesn't really do anything different with tech costs from the rest of the tree. I'd chalk it up to the mod manually resetting costs, but it apparently works with the prehistoric mod... although the prehistoric mod does run normally at an epic speed, so maybe there's something there? I'm not really sure what to suggest...
it is going to do that because the beaker cost of the techs at the 'high' end of the tech tree are actually exceeding the maximum allowed, and are therefore being calculated as negative numbers.thanx lees, so is it possible that while progresing through the tree and getting closer to the future techs will cause the game to balance it again? or it will stay on 1 turn for each ?
also, i'm now playing with 300 % + future mod only, at marathon, and still it shows 1 turn for each tech.