New Version as pre-release

ExpiredReign

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Today I have released on GitHub a new revamp of the mod.:D

Previously we had used some code to select TXT_KEYs from a central database table and then copied those into the vanilla Language database for use by non English speaking users.

This is no longer the case. ALL the language files are now supplied and installed as vanilla would, into the Localized Text database.
The instructions for maintaining the text should be straight forward and anyone CAN update them if they see an error, or even just an improvement.

Additionally, this release has ALL the edits that have been made over the last few months to the core game and are outlined in the New Features branch in the GitHub repo.

As such this should be the latest version of the mod around and should have no problems to deal with.:mischief:

As it is such a major change though, it WILL NOT be a good idea to update it if you are still in the middle of a game. Saved games should be incompatible.:eek:

The team are still in the middle of a great deal of work towards the next release and this is just to "keep you in the loop" as to where we are at.

Cheers, and happy gaming.
 
Great! I'm not the type to do things with the incremental changes, so it's nice to have those all bundled together. This'll be an excuse to start up a new game and gauge the overall status.

Thanks to all for the hard work.
 
OMG Thank you for all your work guys. That change list is huge! Love it. Been holding off on civ for a few weeks now. Finally get my fix. Star Trek Armada 3 and Xcom EW Long War have been holding me over. Now who to play...? :)
 
Foolish question: how do we install from this link? Downloading the source.zip and copy-pasting the 4 folders into my Civ5 mods folder doesn't seem to work, they don't show up in the list of mods in-game.
 
Foolish question: how do we install from this link? Downloading the source.zip and copy-pasting the 4 folders into my Civ5 mods folder doesn't seem to work, they don't show up in the list of mods in-game.

That is not unheard of, but a first for me.
I have seen reports of an error in the zip routine inside the game's mod manager that doesn't always see the *civ5mod that was just compiled as actually being there.

If it happens in the future, these *.civ5mod files are just archives. You can safely unpack them as you would a zip file.

Although, as I am writing this I am re-reading your post.
Are you referring to the file that is shown inside the large Green button or the "Source code (zip)"?

Ahh, I see what has happened. GitHub has shuffled the original link around to now point to another posting entirely, one about "Anti-Siege II". I will edit the opening post.

The quirks of posting a listing that links to a link that links to a file.:mischief:
 
Still confused.

My earlier problem was because the green button file wasn't there before: as stackpointer says I must have tried it in the period where there was no download link, and so I was just trying to deal with the source code directly.

Now, the 4.7mb green button Communitas 3.15.1 button is there. I download it, and use 7zip to extract the three files to my Civ5 mods directly.

This creates a Communitas AI and tools folder with a bunch of files in it, a Communitas Interface .civ5mod file, and a Communitas Enhanced Gameplay .civ5mod file.

But when I run Civ 5 and go into mods, only Communitas AI and tools shops up as a selectable option. I have no opportunity to load the interface and gameplay mods.

What am I doing wrong?
 
Still confused.
...
What am I doing wrong?

You, nothing. The game, plenty.

Okay there are at least 2 ways to tackle this.
I just downloaded and installed the mods.
What happens is the game's modmanager panel stalls on the first mod and only shows CAT. You can click the "Options" button at the top-right to give it something to do then click "Back" and the other 2 mods should now unpack. (they did for me)
Or.
In your favourite file manager unzip all three *.civ5mods into the MODS folder to create the separate folders.

The same process is happening, one in-game and the other pre-game.
These files, and indeed all mods, are just archives and need to be unpacked to have the folder structure and files available.

Try the click "Options" first. It worked for me just now.
 
These files, and indeed all mods, are just archives and need to be unpacked to have the folder structure and files available.
Thanks, this works now, after manually unzipping the .mod files.

Though it looks like the Communitas map is no longer in the core mod?
 
Some impressions:
Feed the World (+25% surplus food) is still crazy as a pantheon belief.
Chopping jungle seems to only take a single turn.
Chopping forest still gives 80 production.
Pastures are buildable without chopping jungle.
Banueae rice terraces still gives +10 food rather than +1 per hill. +10 is much too much.
Oligarchy doesn't seem to give free xp anymore.
Machu picchu really seems too strong: +20 total yield, including faith and culture which are supposed to be rare? That's far too much.
 
Thanks for the feedback on the quirks that still need ironing out.

Strange you had difficulty with the mod manager, at least you now have it working.

The only reason I didn't include the map with the release is it hasn't been updated lately, and gets a lot less attention than the other modules. Not as an indication it isn't a vital part.:D
 
I think it is probably worth keeping the download as a full version of the mod including the map. It doesn't add to file size, and it's easier to do a clean install.

More thoughts:
Hydropower building still very expensive relative to it's benefits.
It's still too easy to be friendly with everyone. Even when I had a very weak military, no-one attacks me. This makes it far too easy to ignore the whole military part of the game.
The mercenaries opportunity still triggers and still gives you a spearman and handaxe, even when it happens in the modern era. There need to be era restrictions on these or have them scale.
Arquebus still upgrades to gatling gun. We had strong consensus that this is bizarre. There are a lot of combat changes that we've discussed to death, it's time to bring in some of the rationalizations.
The city state changes and UI from GEM still aren't in. Military city states still sometimes (but sometimes not??) give zero experience units and don't seem to have a global pool. etc.
 
Military city states still sometimes (but sometimes not??) give zero experience units and don't seem to have a global pool. etc.

The unit gifted by military CSes gains xp based on what city is closest to the CS. The unit appears at the closest city, and benefits from any xp building (barracks/armory/military academy) present in that city. The unit doesn't benefit from wonders (alhambra, heroic epic, etc.)

I don't know which steps of this system are even moddable, but I find gifted units to be nearly useless after the Renaissance era due primarily to them spawning at some outlying city that has (at most) a barracks, when a similar unit trains in my production city in just 2-3 turns, but with 4 more promotions. I delete most of them to save on upkeep and clutter.
 
Would be nice if the gifted units get sent to the city with the most xp buildings or closest city but what ever city has most xp buildings the new unit gets all that xp.

Only minor bug I saw was when the list of the civs with the most pointy stick popped up Morocco was in last place with a big negative number. Attachment below (note this happened a long time ago in my current game) (other mods Calypso's Colored Religous icons basic and extended, ethnic units and infoaddict)

I know the citadel isn't a priority ie fixing stuff and turn stuff back on but I do miss its +3 science and production back from gem. And on game setup screen civ descriptions are wrong. Late game admirals movements are really low. Even with other other wonder/ policy bonuses they always travel at the back of your naval pack.

Having the best Iroquois game ever. ******** production and gold income (well I have had better gold income but still 1st and 2nd city are amazing). :goodjob:
 

Attachments

The unit gifted by military CSes gains xp based on what city is closest to the CS. The unit appears at the closest city, and benefits from any xp building (barracks/armory/military academy) present in that city.
Interesting. But I see no reason why it should work this way. In past we had a system where the unit had xp based on era, I'd prefer to go back to that.

Even the no-brainer naval changes that I thought were agreed on don't seem to be in, like removing the built-in +50% vs cities on ranged ships. Ironclads seem to have this promotion twice, so they get +100% vs cities.
 
As I noted, this is a pre-release.

It is the result of a major overhaul of the TXT system (hence there will probably be missing/incorrect text entries) coupled to an extensive new-features branch that may or may not have quirks of its own.

Merging the differing branches wasn't a straight-forward affair so it is quite likely some of the preferred changes were overwritten by the less-desired.:eek:

That was the aim of this release, to have all of us give it a thorough once over before we can re-establish a sound working stable branch.

So, as Ahriman is doing, list everything you see as wrong, including minor things such as text entries.

I don't see this taking very long given the number of eager participants we have.:D
Afterward, Steam, GitHub & CivFanatics should be seeing a brand-spanking new version of ALL the mods together. (Map included:mischief:)
 
One small nuisance I did notice was in the demographics screen. All of the numbers seemed correct, except for the average military strength, which displayed merely "NaN".

I was using EUI at the time, and from what I remember, this number had been fine for most of the game. Unfortunately I don't have easy access to the save or debug information as I have just moved back into my dorm.
 
One small nuisance I did notice was in the demographics screen. All of the numbers seemed correct, except for the average military strength, which displayed merely "NaN".

I was using EUI at the time, and from what I remember, this number had been fine for most of the game. Unfortunately I don't have easy access to the save or debug information as I have just moved back into my dorm.

"NaN" ?

A screenshot at the least might be helpful.
We do have 'some' difficulties with numbers when using EUI, our YieldLibrary messes up bc1's code. Can't see how that relates to units strength though.:confused:

It is possible I have omitted a TXT_KEY or something.
 
Barbarians are still getting ships too early. saw a pirate on turn 26 (epic speed), when a player who beelines sailing and produces a bireme can't put it in the water until around turn 45, give or take.
 
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