I want to know if I should replace the file with the Great Plains,Lakes, etc with the Original files or just put it into the mod file? Cause every time I start the game it closes down the game.
That generally shouldn't be happening; AssignStartingPlots should be forcing a minimum number of deposits of each luxury (with three luxuries explicitly reserved for city-states). I've long since overriden its logic to force a better distribution of strategics, but I might have to do the same for luxuries.
Not even a little bit.
First, you're the first person to have this happen, and that logic has been in place for at least six months. No one else, in all that time, has ever reported having that happen, although there was some speculation a few months ago about how it COULD happen. Granted, most people don't give any feedback at all, but I've never seen it happen myself, and none of the people who do comment in here have claimed to have encountered it.
Second, it's a POPUP. The game isn't breaking, you're not being penalized (since if you DID have all resources you wouldn't be starting any WLTK days anyway). It's one or two extra popups per turn to right-click or ignore, and a temporary message at the top of the screen. No effect on actual gameplay.
Combine those two, and it becomes a very, very low-priority bug. Not only is fixing it not trivial in general, but it'd require a significant amount of overhead to figure out if there are still other luxuries to pick from. So until we get DLL access, it's probably not going to be fixed; there are far, far more important bugs to fix, most involving the AI. (Seriously, it's not even the highest priority bug in that exact resource-picking mechanism. That honor goes to the fact that it's not actually checking to see if you HAVE the tech for Neutronium before telling the game to pick again.)
How much of this would require the DLL?
Is there a way to flag all your luxury resources as strategic resources, leaving all their bonuses and benefits intact, thus getting all the happiness etc., and not getting the WLTK day?
Regarding the rarity of my case, I'm always starting in 4000BC playing on marathon, the only thing I change now and then is the map size,
No, no one's reported that. Sounds like a problem at your end. A few questions to diagnose it:
1> Have you ever edited any of the game's core files by hand?
2> Are you trying to load this at the same time as any other mods? (And I mean ANY other mods.)
3> Have you bought any DLC?
4> Have you verified the integrity of your game files through Steam? It's easy for a core game file to get corrupted.
5> Does FireTuner give any message when this happens, and/or the log files? (If you don't have these turned on, you should do that; the flags are in your config.ini file.)
6> Did you try re-downloading my mod and reinstalling it? Sometimes files get corrupted between CivFanatics and your computer.
7> Have you ever used a previous version of my mods? If so, make sure you delete the old directory in its entirety before installing the new version.
8> Have you tried loading just one of the two mods? They don't HAVE to be used together, and this would help track down the problem.
9> Do you have this problem with any other large-scale mods?
OK so running the original skidrow release I had the crash bug mentioned at the top of this post.I still can't play with this mod :'( I tried with last version 1.8
I can start the game but i get some errors while it is loading, before the button "Begin your journey" appears :
Code:unable to load texture [assets\UI\Art\Notification\NotificationIconsFreeSocialPolicy.dds] unable to load texture [assets\UI\Art\Notification\NotificationIconsFreeSocialPolicyGlow2.dds] unable to load texture [assets\UI\Art\Notification\NotificationIconsFreeGreatPerson.dds] unable to load texture [assets\UI\Art\Notification\NotificationIconsFreeGreatPersonGlow2.dds] unable to load texture [assets\UI\Art\Icons\SocialPoliciesBrancheBlackMask.dds]
And in fact all those files don't exists.
This doesn't crash the game and i can start, but the tech tree is empty.
Thanks for help![]()
I resolved the problem by updating to the latest version of civ 5, the mod now runs *but* the tech tree is totally invisible, and sometimes no techs appear in the tech menu either.
I'm running the skidrow release of civ5 btw, patched to update 8
In the later eras, I felt that the AI simply sucked at defending/attacking against ranged weapons.
But suddenly, I found both Rome and America (mind you, his empire was VERY small compared to Rome and I) catching up to me so fast that when it came to building the shuttle, they nearly beat me to it.
Strangely enough though, after I completed the shuttle, they started building the shuttle and then seemed to stop halfway, even though they apparently had all the required tech. By reading your update posts, I understand this has been fixed somewhat?
Look, if you're using a cracked version like skidrow, you can pretty much forget about using most of the major mods. The code's just too finicky to be compatible across versions; nearly every time the game patches the mods are non-operational for a few days while we fix things, and cracked versions are MUCH worse for that. Things might seem to work for the most part, expecially the simple XML bits, but some bit the Lua code just won't function correctly. In a mod that modifies a lot of Lua, you're assured of an incompatibility at some point.
So either go buy the real game, or forget about using any large-scale mods. Trivial little mods will still work just fine, but things like this require the actual purchased version of the game, not a crack.
No. The game, unfortunately, declares a "luxury" for the purposes of WLTK to be any resource that adds Happiness, as long as it's one that's already on the map. Neutronium is NOT flagged as resource type Luxury; internally it's a Strategic that adds Happiness, and yet you see it being selected. The fact that it never asks you for Hit Movies, Information, or Ambrosia tells me that it's assembling a list from the resources placed on the map, but that's all hidden in the engine code, it's nothing that I can adjust.
Map size makes a huge difference. Resources are probabilistic, and terrain types "clump"; small maps, by their very nature, tend to have a very different distribution of resources than large maps. The largest maps will have every resource, with many sources of it across the world, making it much easier to get at least one deposit of each. And large maps have more players, which means more opportunities to trade for the resources you don't have. On a small map, you can very easily have one empire controlling the entire world's supply of one resource. (This was exactly why I added a hard-set minimum distribution of each strategic, and buildings that added strategic units; if you play in a game where India has the only deposit of Oil in the entire world, the game becomes almost unplayable.)
Map type also makes a big difference. A Continents or Pangaea map won't have tons of small islands, which means more coherent borders and less chance of finding an isolated supply of a new resource. Many maps of these types have no small, isolated islands at all.
It's also tied to the "clump" logic I mentioned; the game has some built-in code to make certain resources be more isolated, while certain others (including many of the luxuries) tend to be found in clusters of 3-4 deposits. On land, the chances are that all members of that cluster will be owned by a single player, but on an Archipelago-style map, or any other with large numbers of small islands (Small Continents and Fractal, for instance), it's much easier for two empires to split the group.
Regardless, as I said before, no one else has ever reported having this happen. I'll put it on my list of things to look at in the future, but since it doesn't affect game balance, it's very low priority compared to the other things on the list. (It's not a short list.) Ideally, we'd get DLL access and I'd be able to easily prevent it from ever picking that resource in the first place, removing the need for this sort of kludge.
I'm not quite sure how the AI kept up with me so well, I had all the tech stealing wonders,
Also, the AI seemed to give up on building the Apollo program BEFORE the breakout happened.
The AI didn't seem to understand how to destroy the spore towers at all.
Another few notes: The city strength in the capital is FRIGHTENING. In open grassland it would KO some of my units until the later eras. WOW!
Certain units that upgraded could not use their predecessor's upgrades, such as with the marksman +1 range, the rifleman (and all subsequent upgrades) could not use them. It seems like quite a waste. Is there a way to maybe convert it to something else, such as +1 attack or more movement? Or maybe even give the rifleman 1 range (up from 0)?
I used one time the mod 'strategic_availability' with your mod, this is kind of a progressive resource layout mod, right on game start I saw it's a problematic mod and I removed it, could it be that some remnants caused in a new game a total lack of some resources? Should I reinstall it all?
I was thinking that it would be nice to have an option to silence individual civs. This would have no gameplay impact other than automatically turning down requests from civs you decide to silence.
- Superpowers: I talked about this before but the idea is that certain civs are awarded superpower status if they meet certain requirements.
I agree that if it could be done organically it would be great but as it is now, the AI does not seem to recognize a much more powerful opponent.