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  1. J

    Modifying Building Quests

    I've done a couple mods for Civilization V, but they were civilizations. I'm wondering how I might go about modding the building quests. Any pointers or good mods or tutorials I can look at that might help me figure out the best way to do this. To help illustrate what I want to do with the...
  2. J

    [Bug]Skycrane Quest (reproducible)

    So I choose the +4 Floatstone for Skycranes from the building quest, but didn't get the Floatstone. I didn't notice this until later, but you can see from my save that they aren't giving any extra Floatstone like they should. Also if you build a new Skycrane, it will remove 4 Floatstone from the...
  3. J

    Extra Seeding Options Mod Ideas

    Here's my idea for an Extra Seeding Options mod (re-posted from the What Mods do you want to see come out first? thread). Sponsors: The North Sea Alliance Includes: UK, Scandinavia, and Germany. UA:+10% Strength to naval units and +1 movement and vision for embarked units. Reason: This would...
  4. J

    Best Civs/Strategies for an Autocracy Game

    Hello All, I've found myself always picking Freedom or Order in my BNW games. Perhaps because I tend to go with Diplomacy and Cultural victories, but I really do want to try out Autocracy, so I was wondering which civs, new and old, have the most synergy with this ideology. Also, if you...
  5. J

    Portugal: Lords of Exploration (G&K version)

    Portugal: Lords of Exploration (G&K version) (v.1) by Joseph Miller (aka jaldaen) -1- Description -2- Potential Mod Conflicts -3- Version History -4- Credits -5- Contact information == Description == Leader: Manuel I, the Fortunate. Lords of Exploration (Unique Trait): Embarked units gain +1...
  6. J

    City Name Problem

    So I've returned to Civilization 5 modding after a year or so away and was updating my Portugal mod. I've gotten everything to work with the base game, except the city names, which Keep coming up "TXT_KEY_CITY_NAME_insertname" (with the exception of Lisbon, which comes up fine.) Here's what...
  7. J

    Italy: The Renaissance Years

    Italy: The Renaissance Years (v.1) by Joseph Miller (aka jaldaen) -1- Description -2- Potential Mod Conflicts -3- Version History -4- Credits -5- Contact information == Description == This mod adds Italy as a playable civilization. Leader: Lorenzo de Medici Renaissance...
  8. J

    Translating Civ Trait to Unit Promotion: EmbarkedNotCivilian

    Hello All, I've been working on a revision to my Portuguese Civ mod and was wondering if it was possible to translate a Civilization trait (such as EmbarkedNotCivilian) into a Unit Promotion that I can give to the Portuguese unique unit. I've tried a few variations on the following code...
  9. J

    Hall of Fame Bug?

    Hello All, I think I just found a bug, though I don't know what is causing it. After winning my most recent playthrough (I've logged on about 140 hours) of the game the following screen popped up when I went to the hall of fame. As you can see it gives the top five games, but it doesn't allow...
  10. J

    How Many Cities Should I Build for a Cultural Victory [Link]

    There is a very interesting thread going on at Gamingstackexchange. I'm not a math guy, but I thought this made some great points about when to add cities when you're going for a cultural victory... or even just generally when to build cities to have the least increase in cost.
  11. J

    Portugal: Lords of Exploration (v.1)

    Portugal: Lords of Exploration (v.2) by Joseph Miller (aka jaldaen) -1- Description -2- Potential Mod Conflicts -3- Version History -4- Credits -5- Contact information == Description == This mod adds Portugal as a playable civilization. Leader: Manuel I, the Fortunate. King of...
  12. J

    Improved 1UPT (One Unit Per Tile)

    Improved 1UPT (v.1) by Joseph Miller -1- Description -2- Potential Mod Conflicts -3- Version History -4- Credits -5- Contact information == Description == This mod is designed to improve the 1UPT (One Unit Per Tile) mechanic in Civ 5. Reasons for changes: I added +1 movement to...
  13. J

    Civ-based Bonus Resources (Mod in Planning)

    Hello All, Originally, I was hoping to use starting bias to do this mod, but if I understand it correctly there is no way to guarantee a certain resource appears by a certain civ's starting point. So I've been thinking of a work around and this is what I've got: I'm thinking of making a...
  14. J

    Modding Movement Questions

    Hello All, I'm just messing around with making a mod and was wondering if there was an easy way to add +1 movement to all units. What about adding +1 to bipeds, +2 to Quads, +3 to wheeled/boat, +4 air? I know each unit has its moves defined in the Civ5Units.xml, but I was wondering if there...
  15. J

    Gamespots Civ 5 on the Cheap... and how to speed up End Turn Times!

    Hello All, I just read Gamespot's Civ V On the Cheap article... and it had a very interesting observation: So for those of you suffering though long load times... you might want to give SV a chance before you press the "End Turn" button.
  16. J

    A "Happiness" Improvement Mod?

    In the General Forum I found this comment and it got me to thinking: I like the idea of creating a "happiness" improvement. Of course this would need to be playtested to make sure it wasn't abusable, but it might be an interesting option. Although it might need a name that could translate...
  17. J

    Mercantile and Scientific City States Mod?

    Anyone planning on doing a Mercantile/Scientific city state mod? We have city states that give food, culture, and military units... why not gold and beakers? Does anyone see a problem from adding these types of city states (I know that gold is used to increase CS relations... so a Mercantile CS...
  18. J

    [Possible Mod] Caravels, Carracks and Other Ships... oh my!

    So I'm considering a few changes to the ships of Colonization based off of research into the ships' different historical advantages over each other. For example: The caravel seems to have been better suited to coastal exploration than the carrack or other bigger ships. I am considering...
  19. J

    Civilization vs. Leader Traits

    As a new modder I have a quick question to ask the general colonist player: Are Civilization traits (Tolerant, Conquistador, etc.) stronger than Leader traits (Enterprising, Discipled, etc.) in your opinion or are they on par with each other? If you want to, please feel free to leave your...
  20. J

    Starting Units, the Docks, and Unique Units: Possible Mod

    I was just about to go to bed last night when an idea for a mod hit me... would people be interested in a larger starting fleet for each Civ with more units representing their historical tendencies? For example: The French might have the following starting units: Hardy Pioneer Fur...
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