Future Worlds

The Nuclear Fusion and Nanomaterials techs don't have updated text, as I'm having enough trouble getting the help text to work right for my own texts... and it's almost impossible to find the appropriate text strings to replace in the morass of vanilla civ text entries. XD

There is a free program called windows grep which is used for searching multiple files which can be a big help when searching for specific text.
 
Another issues:
1) We have +2 culture for the academy from the congress. But all i see in the HERC is +2 culture from the POLICY_GENE_VAULT.

2) After reloading, the UAV and Biodrone became so noisy. Unless you moved it to another tile. Imagine you have 10 of em.

Thank you :) :D
 
Another issues:
1) We have +2 culture for the academy from the congress. But all i see in the HERC is +2 culture from the POLICY_GENE_VAULT.

I had a look in the resolutions file, and under the appropriate resolution, Historical Landmarks, it only lists <LandmarkCulture>, cos that gets 4 instead of 2, and <GreatPersonTileImprovementCulture> which lumps all the others together as one. Though I don't know if the game recognises HERCs as great people tile improvements. I looked at the lua, it seems that works by looking for academies and then changing them to HERCs, so I suppose, technically, from a code point of view, Great Scientists never actually build HERCs directly, which I'm guessing will cause the game to not count them as great person tile improvements for the purposes of <GreatPersonTileImprovementCulture>.

Edit: Whilst looking at the HERC stuff, I noticed that you don't have any Improvement_ResourceTypes code for it. All the base game GP improvements have them improve all strategic resources, in case you build them on a resource before you get the tech to reveal it. I know HERCs come after all that, but since the academies in the radius of the city that builds the Accelerator are upgraded, some might be on resources, so it might be a good idea to put that in.
 
Have you considered incorporating automation into this mod? As in, human labour being replaced with automated labour.
 
This Mod is awesome. This is something that I always wanted to play. Gj and hope you'll continue work on it.

Especially like this old style of tech-tree, with long science breakthroughs and many independant techs.

Some troubles that I noticed or misunderstand:

- models of some cities really disappear from the game. I don't remain a reason, but it happens after construction of some buildings or foundation of new city. Effect may disappear after game restart sometimes, or may not. Civ ver.3.144
- communications array looks too bright and unnatural in blue colours. Maybe look for gray or white gradations?
 
Edit: Whilst looking at the HERC stuff, I noticed that you don't have any Improvement_ResourceTypes code for it. All the base game GP improvements have them improve all strategic resources, in case you build them on a resource before you get the tech to reveal it. I know HERCs come after all that, but since the academies in the radius of the city that builds the Accelerator are upgraded, some might be on resources, so it might be a good idea to put that in.

Yeah, I'm not sure if there's a tag or some other way to flag an improvement as a GP one... it may just be if it appears in a GP's build options or not.

I've patched in the resource code, however. It's something I keep missing when making things like Citadel replacements. XD

Have you considered incorporating automation into this mod? As in, human labour being replaced with automated labour.

While reading up on the Alpha Centauri Crawlers recently, the thought did occur to me of making a kind of drone/automaton/harvester unit that could automatically provide yields to a city when parked on a tile. But it's unlikely that the AI would actually have any idea how to use them (it's not like they did in Alpha Centauri :p), and could eventually result in players just leaving their tiles covered in them, much like in Alpha Centauri.

Buildings like the Drone Hive do somewhat model automation, as they gain bonus yields even from unworked tiles. I might try to incorporate more of those sorts of bonuses in the future.

This Mod is awesome. This is something that I always wanted to play. Gj and hope you'll continue work on it.

Especially like this old style of tech-tree, with long science breakthroughs and many independant techs.

Some troubles that I noticed or misunderstand:

- models of some cities really disappear from the game. I don't remain a reason, but it happens after construction of some buildings or foundation of new city. Effect may disappear after game restart sometimes, or may not. Civ ver.3.144
- communications array looks too bright and unnatural in blue colours. Maybe look for gray or white gradations?

Thanks! I've been making some tweaks to the tech tree that my encourage that sort of gameplay even more, although I really should try and add a new era in soon.

I can't do much about the graphical effects, unfortunately... I have no idea what could be causing them.

As for the Comm Arrays, I probably should tone down the saturation at some point, although I like the blue color to help them stand out a bit. I found it a bit amusing when the Civ 6 screenshots showed a color-saturated set of improvements, though... XD

I just realized that my UAV and biodrone are not having indirect fire.

As the drones have been tweaked to follow the ranged unit line more directly, they don't have indirect fire innately. I probably should add it back in, however, as they don't get significant damage increases over the Bazooka, and it makes sense for a flying drone to actually be able to see its targets over terrain...
 
Yeah, I'm not sure if there's a tag or some other way to flag an improvement as a GP one... it may just be if it appears in a GP's build options or not.

Column "CreatedByGreatPerson" in the Improvements table. Note that the Korean UA and the New Deal tenet just have separate Trait/Policy_ImprovementYieldChanges for each GP improvement, rather than actually having anything to do internally with the fact that those improvements are made by GPs, but CreatedByGreatPerson is what allows the Historical Landmarks resolution to add the culture.
 
I just noticed that the Virtual Idol wonder, while having two slots for Great Works of Music, doesn't have any theming bonus attached to it.

Is this intentional? It just seems odd that a building which can hold multiple Great Works doesn't have any theming bonus.

Also, I noticed that the modules for the Space Station(Comm Module, Engineering Module, etc.) say that they provide 4 specialist slots, but in actuality I can only assign 3 to each of them. Is this happening only for me, or is it some kind of error or text mismatch?
 
First of all I want to say thanks for this great, it really extended my gameplay time and make information era more interesting.

Now here is a problem that I'm facing. In my play through with Future world V4, I can't produce "Fighter". I can produce Triplane and Jet fighter without problem. Just want to know this is only me or there are somebody else having the same problem!
 
Column "CreatedByGreatPerson" in the Improvements table. Note that the Korean UA and the New Deal tenet just have separate Trait/Policy_ImprovementYieldChanges for each GP improvement, rather than actually having anything to do internally with the fact that those improvements are made by GPs, but CreatedByGreatPerson is what allows the Historical Landmarks resolution to add the culture.

Thanks! Added the tag to the HERC, at least, although I think I still need to add it to the Korean UA.

I just noticed that the Virtual Idol wonder, while having two slots for Great Works of Music, doesn't have any theming bonus attached to it.

Is this intentional? It just seems odd that a building which can hold multiple Great Works doesn't have any theming bonus.

Also, I noticed that the modules for the Space Station(Comm Module, Engineering Module, etc.) say that they provide 4 specialist slots, but in actuality I can only assign 3 to each of them. Is this happening only for me, or is it some kind of error or text mismatch?

I rarely make buildings with Great Work slots, so I forgot to add the theming bonus.

The bug with the space station modules is odd, though -- I just checked the code, and they are supposed to have 4 slots. I wonder if there's a quirk in the UI, that it can only display a max of 3 slots? Are there any buildings in the base game that have more than 3 specialist slots?

I've been thinking about expanding space stations with Habitat buildings, so if the UI is quirky like this I'll have to scale back the modules to 3 slots each, and then probably use Habitats to expand it further.

First of all I want to say thanks for this great, it really extended my gameplay time and make information era more interesting.

Now here is a problem that I'm facing. In my play through with Future world V4, I can't produce "Fighter". I can produce Triplane and Jet fighter without problem. Just want to know this is only me or there are somebody else having the same problem!

Hmmm, I haven't run into any issues with building Fighters myself. It may be a mod conflict with a different mod...
 
Balance thought:

Although I haven't played to the Future Worlds period very much, I did have one game as the Song where I managed it. Unfortunately, I had a huge tech lead by that point already; Turing it into a mere delay until ship parts.

I think the problem might be Research Labs. They're positioned in order to speed the race to the end of the tree, but now that end is much further away.

Therefore, either nerfing or moving the Research Lab could delay that huge science boost, so that the AI have a chance to at least reach Scientific Theory :p

The problem is still much harder to fix: AI inefficiency is probably the biggest problem, and moving a building won't fix the imbalance caused by the player's huge population advantage (because the player knows that pop wins games...)

However, this might slow things down, at least so that you can spend time with the new tree.

(Or we could just blame EE's Academy. That thing is so darn imbalanced...)
 
I rarely make buildings with Great Work slots, so I forgot to add the theming bonus.

The bug with the space station modules is odd, though -- I just checked the code, and they are supposed to have 4 slots. I wonder if there's a quirk in the UI, that it can only display a max of 3 slots? Are there any buildings in the base game that have more than 3 specialist slots?

I've been thinking about expanding space stations with Habitat buildings, so if the UI is quirky like this I'll have to scale back the modules to 3 slots each, and then probably use Habitats to expand it further.

Hmmm, I haven't run into any issues with building Fighters myself. It may be a mod conflict with a different mod...

I see. So you'll be adding the theming bonus on a future update?

IIRC, there isn't even a building with 3 specialist slots in the base game(unless there was a building with 3 Artist slots pre-BNW, which I don't know). 2 is the max.

Say, I seem to recall not being able to build Fighters too. But I don't trust my memory on this. I happen to be playing a new game right now, so I'll report back if it does turn out I'm missing Fighters.
 
Please could someone tell me where I put this downloaded folder into? I assumed it was C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\assets\DLC but it can't find it
 
Please could someone tell me where I put this downloaded folder into? I assumed it was C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\assets\DLC but it can't find it

C:\Users\<your name>\Documents\My Games\Sid Meier's Civilization 5\MODS
 
OK thanks. that worked fine. I've just got a bit confused with things since the days of Civ5, when Steam took over absolutely everything
 
Going to try and get the v5 update out this weekend. There aren't many big changes, although it does add two new units (the Nanohive and Crawler), updates the Mutant to make them more interesting (with a Rage virus effect on death), and adds the Jurassic Park wonder. But v4 included SaveUtils by accident (a result of using it to experiment with a modified Undersea Mining effect) which may be the source of crashes people are having, so updating to a version that doesn't use it will hopefully solve some problems.
 
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