CaptainPatch
Lifelong gamer
Not sure if this is the right place to post these kinds of questions, so I have no objection if a Mod(erator) moves it to where it belongs.
To begin, I've washed my hands of CBE until a couple patches, DLC and maybe an expansion gets the game to where it should have been in the first place. Saying that, I'm going back to my heavily-modded Civ5. Flipped through Steamworks to see what was new in the last 6 months and added a few more. Fired up the game, did my Advanced Setup with 41 CSs and 10 AI opponents on a Huge Pangaea map with Raging Barbarians for an Emperor Marathon game. Started playing and noticed something right off: No ancient ruins, anywhere. 150 turns later with probably 1/8-1/6th of the map revealed and I had yet to see a single CS. Definitely something wrong. Then too, I've played Raging Barbarians before but never experienced anything like the tsunami that I was forced to contend with. Like a new Barb camp every turn -- and that was just in the area that I had uncovered. Lord knows how many more were being spawned in the 7/8-5/6ths I hadn't uncovered yet. Worse still, they were spawning additional Barb units every 5 turns. (I'll come back to this later to show why it's significant.)
Thinking that maybe I had just caught a particularly nasty RNG, I started over. Used the same game settings, but unchecked Raging Barbarians. 150 turns later I conclude that I'm stuck in the same situation, right down to the rampaging Barbs, even though Raging Barbs had been unchecked. And paying attention to the many, many combats, I also discover that my units never inflicted as much damage as the combat odds predicted, and the Barbs always inflicted more than was predicted.
Something is probably amiss here, and I'm guessing it has something to do with the mix of mods that I've incorporated that are conflicting or mutating each other. (However, if there are conflicts, they aren't causing CTDs or freezes.) So I start looking at my mod selection and discover something peculiar: In the game's Main Menu/Mods selection section, it shows that I've got 44 active mods (and about 6 DLC scenarios that are NOT active). (And, yes, I _did_ make sure the activate button was illuminated.) In contrast, going to Steamworks and clicking "Subscribed items", it shows that I've subscribed to 109 mods. Taking a close look and making comparisons it looks like all 44 game-acknowledged mods are on the Steamworks list. That leaves me wondering: What happened to the other 65 mods?
Is there a game-imposed limit of 50 Steamwork mods + DLC items that I've never noticed before? If so, how does the game decide which mods will be used? I ask because in going over the two lists, the 44 actually activated mods are scattered all over the Steamworks list. Further, of the @half-dozen mods that I just added, those _are_ activated. This makes me think that game-used mods are the 50 that have been most recently selected.
So, anyone know what might be happening here? I'm most concerned about the disappearing CSs and ancient ruins. I'm also worried about non-Enraged Barbs spawning faster than rabbits. But it would be certainly helpful if anyone could explain why there is a disparity between the Game-acknowledged mod selections and the Steamworks list of subscribed items.
[If requested, I will list out the two mods lists and my dxdiag.txt as spoilers. I won't relish all that typing, but if it's useful info, I'll do it.]
To begin, I've washed my hands of CBE until a couple patches, DLC and maybe an expansion gets the game to where it should have been in the first place. Saying that, I'm going back to my heavily-modded Civ5. Flipped through Steamworks to see what was new in the last 6 months and added a few more. Fired up the game, did my Advanced Setup with 41 CSs and 10 AI opponents on a Huge Pangaea map with Raging Barbarians for an Emperor Marathon game. Started playing and noticed something right off: No ancient ruins, anywhere. 150 turns later with probably 1/8-1/6th of the map revealed and I had yet to see a single CS. Definitely something wrong. Then too, I've played Raging Barbarians before but never experienced anything like the tsunami that I was forced to contend with. Like a new Barb camp every turn -- and that was just in the area that I had uncovered. Lord knows how many more were being spawned in the 7/8-5/6ths I hadn't uncovered yet. Worse still, they were spawning additional Barb units every 5 turns. (I'll come back to this later to show why it's significant.)
Thinking that maybe I had just caught a particularly nasty RNG, I started over. Used the same game settings, but unchecked Raging Barbarians. 150 turns later I conclude that I'm stuck in the same situation, right down to the rampaging Barbs, even though Raging Barbs had been unchecked. And paying attention to the many, many combats, I also discover that my units never inflicted as much damage as the combat odds predicted, and the Barbs always inflicted more than was predicted.
Something is probably amiss here, and I'm guessing it has something to do with the mix of mods that I've incorporated that are conflicting or mutating each other. (However, if there are conflicts, they aren't causing CTDs or freezes.) So I start looking at my mod selection and discover something peculiar: In the game's Main Menu/Mods selection section, it shows that I've got 44 active mods (and about 6 DLC scenarios that are NOT active). (And, yes, I _did_ make sure the activate button was illuminated.) In contrast, going to Steamworks and clicking "Subscribed items", it shows that I've subscribed to 109 mods. Taking a close look and making comparisons it looks like all 44 game-acknowledged mods are on the Steamworks list. That leaves me wondering: What happened to the other 65 mods?
Is there a game-imposed limit of 50 Steamwork mods + DLC items that I've never noticed before? If so, how does the game decide which mods will be used? I ask because in going over the two lists, the 44 actually activated mods are scattered all over the Steamworks list. Further, of the @half-dozen mods that I just added, those _are_ activated. This makes me think that game-used mods are the 50 that have been most recently selected.
So, anyone know what might be happening here? I'm most concerned about the disappearing CSs and ancient ruins. I'm also worried about non-Enraged Barbs spawning faster than rabbits. But it would be certainly helpful if anyone could explain why there is a disparity between the Game-acknowledged mod selections and the Steamworks list of subscribed items.
[If requested, I will list out the two mods lists and my dxdiag.txt as spoilers. I won't relish all that typing, but if it's useful info, I'll do it.]