Search results

  1. R

    Mod causing WB to crash on map load/new map

    Worldbuilder was working fine earlier today. I've been troubleshooting a rather large mod with it, and presumably fixed a a big problem concerning disordered UNIT IDs. When I try to use WB with the corrections in place now, I get a crash of somewhat varied look. I attached a screenshot below...
  2. R

    Help please, Big Problem with Civ5ArtDefines_Units

    I was trying to update an old mod of mine to the newer xml format for adding new Civ5ArtDefines for units (ie. no longer needing to use import into VFS for units files). The idea was to make it playable again, and have the new unit art show up instead of them being spearmen. I found the task...
  3. R

    Unit promotion limit post G & K

    I see that the G&K expansion added 13 new entries to the <UnitPromotions> table. I recall that as things were before we were limited to ~50 new entries from mods until the game stopped recognizing new ones. So, does this mean that number is now a mere ~37 if I want to make a mod G&K friendly...
  4. R

    WWII European Theatre

    Mod Status: Civ 5 patches last fall, and certainly BNW changes have rendered this mod DEAD. I could try to update it, but that would be far too time consuming. Thus, I am giving everyone who stumbles upon this fair warning: The Mod WWII European Theatre is broken/unplayable, and there are no...
  5. R

    Is vanilla unit supply adjustable?

    Other than MAX_UNIT_SUPPLY_PRODMOD in globaldefines, I don't see variables related to the unit supply mechanic in Civ5. These would be things like the base supply default of 5, supply/city, and supply/population. It's an odd thing to leave out any controls for.
  6. R

    Default value for tech tree pre reqs?

    Is there a default input to replace a pre req technology that I'd like to remove altogether? I've tried using "" and NULL but those result in the tech tree breaking. For the moment I'm using agriculture and pottery, and that at least allows the tech tree to load up properly. The problem with...
  7. R

    Single unit from mod causing game to crash

    Hello, I have had a "civ 5 has stopped working..." crash that has been plaguing my ww2 mod for a while now, and thankfully another user has helped me to identify the source of the crash. It is the TBF Avenger torpedo bomber. As soon as it attempts to make an appearance in game then boom "civ...
  8. R

    Max number of cities on a Map

    In building a new scenario map, I'm pretty sure I've found another civ 5 limit. With roughly 460 (+/-a couple) preset cities on a giant size map I would consistently get a "Civ 5 has stopped working, checking for a solution" crash just before a game would begin on it with load scenario...
  9. R

    Strategic View Unit Limit

    I think I've found another unit type limitation:mad:. This time in Strategic view where all unit types loaded after the 128th unit in the xml sheet do not show up in SV (are invisible). That's total unit types too. So, it means all the vanilla unit types plus only about 40 or so from mods. It...
  10. R

    Worldbuilder unit limit

    Does anyone know if there is a way to get rid of it, or maybe make it larger? I checked the number and found it to be 256 units. I've added a ton of Danrell's WW2 units to my scenario, and there are just too many for Worldbuilder. If there is no way, I have an undoubtedly cumbersome way to...
  11. R

    Easy way to change AI attack priority?

    I'm looking for an easy way (ie. simple xml change) to lower the AI's preference for targeting cities for attack over enemy units. My main problem is when I see it attacking a city with its aircraft that is well behind enemy lines. Sometimes I even see it continue to attack a city after its...
  12. R

    No free techs from Great Scientists

    Another little mod requested by _Bob as a stand alone. I'll post it for anyone else that finds it useful. It does just what it sounds like.
  13. R

    Time Line Rate Adjust

    Someone requested this as a stand alone mod, so I have uploaded it to the mod browser and also attached it here. It is set at 3 months/turn, and does not change at any point during a game. It only works on standard gamespeed. The xml is very short/simple, and should be very easy to adjust if...
  14. R

    Adding city names for a new Civ

    It appears that the names are supposed to simply be added directly into the <Civilizations_CityNames> section. As in: <Row> <CivilizationType>CIVILIZATION_SPARTA</CivilizationType> <CityName>New Sparta</CityName> </Row> instead of: <Row>...
  15. R

    Problem getting mod Icons to show up correctly

    Hello, I have run into a new issue recently. I have included a dozen or so civilization icon changes into my WW2 mod, and there are 2 that do not display correctly in game. I am attempting to use most of pap1723's flag icons btw. His German and Soviet icons were not coming out well on the...
  16. R

    Unit type limit? Invisible units causing crash upon scenario load

    This is a long explanation of a strange issue, so bear with me please. I am working on a scenario mod that has a very large number (~20-30 range) of unique units (unit class overrides). This method of adding in units seems to work great for me, as it appears to be easier than adding in actual...
  17. R

    Grecko-Persian Wars

    ---LATEST UPDATE--- Version count is reset to 1. I corrected the spelling... The scenario has basically been updated to support play with the current build of Civ5. I made various other adjustments as well, but they aren't worth detailing. I doubt anyone remembers the 2012 version of this...
  18. R

    Another WW2 scenario

    Status of mod as of 06/27/2015: Still non-functional. It's progressing about as well as expected though. At current rate, I estimate having a playable scenario again sometime in late July or early August. Status of mod as of 06/16/2015: It's currently non-functional. It last worked in either...
Top Bottom