Hulfgar's Modpack

Version 5 is up (see 1st post for the link).

This is only a beta version, so far I didn't have the time to test ver.5 through a whole game.

I have removed Barbarians and Thal's Balance from it until I find the source(s) of the bugs and crashes.

The tech tree seems to work correctly (At least it looks fine in start and future eras).

If somebody wants to work on this mod with me any help is welcome.
I can export the project and make it downloadable.

Bernie's Riflemen are great, i hope you can enjoy them.

Hulfgar
 
Version 5 plays a LOT faster than 4.2. The time between turns has shortened so much that I'm wondering if everything is working correctly.
 
I've just downloaded V5 and have it running using Napoleon, with a huge map and marathon time.

It ran OK at first, then some 300 turns in it crashed. Now it crashes every 10 turns or so.

I'm not running Spain/Inca DLC - do I need this?

Sid
 
Hello kosciosco,

no you don't need the Inca and Spain DLC, but if you don't have it you need to deactivate this DLC specific content :
Open the mod's folder, go in folder DLC SPECIFIC, put an underscore before DLC SPAIN_INCA (it will look like this : "_DLC SPAIN_INCA")
Same for Polynesia.

Do you use other mods ?

Did you delete any previous version and clean the cache ?
 
I started using this mod, but when I reach the classical age I cannot end my turn, I press the button, but nothing happens. The other mods I have are CCMAT II, and City States of the World v2. Would these mods be conflicting to cause the problems?
 
Hi Rop3n,

this is coming from a conflict between the mods.
I had a similar problem while using City States UU : the button to choose the free specialist from Meritocracy would not work.

I have not found what has to be change to avoid this bug :(
 
Hi Hulfgar,

Funnily enough I bought the Inca and Spain DLC and it stopped the problem. I'm not running any other Mods and this is the first one I have activated.

I now have a new problem, the tech tree does not show beyond the medieval era, when I open it up, I can't scroll right and once I have completed all those techs, when it asks to research a new one, I have none to pick from. I notice that other people have had the same problem.

I tried changing the folder names you suggested so that they started with an underscore, but that just causes the game to crash when trying to load my saved game.

Any ideas?
 
Hi Kosciosco,

first of all thanks for the feedback !

I tried changing the folder names you suggested so that they started with an underscore, but that just causes the game to crash when trying to load my saved game.

If you have the Inca / Spain DLC don't deactivate those folders, you need them.

the tech tree does not show beyond the medieval era
Can you post me a save game to look at it ?

This tech tree bug is driving me crazy because it's working fine for me.

Which language do you use to play ?
 
hello all,
hulfgar your mod sounds spectacular but everytime i goto download it, it comes as a *.civ5mod file...what exactly am i supposed to do with this?
 
Hello joeruskey,

you need to put the file "Hulfgars Modpack (v 5).civ5mod" in your civ 5 mod folder.

(Drive letter:\Users\(your user name)\Documents\My Games\Sid Meier's Civilization 5\MODS\)

Once this is done, launch Civ 5, do to Mods, then installed mods and click on Install Mods.

This way the mod should be installed and ready to use once you have selected it.

For the first game I advice you to play it as stand alone mod.

Any other mod could have some compatibility problems.

Mods that are fully compatible :

Naval counterattack
Mods that add new wonders (when they are not already included in my mod).
 
Hi Hulfgar, Though 60 years old, I am fairly new to modding and would appreciate your input to help build my understanding. I copied the Specialforces XML from your mod into a modbuddy file, and by changing to a vanilla prereq TECH and paratroop art info, I am able to launch the game and the new unit shows up in the tech tree and civilopedia. However the Database Log gives the following error which I expect will not allow me to transport the unit on a sub. Any advice you have will be much appreciated. Jim
[102961.065] Invalid Reference on Units.DomainCargo - "DOMAIN_AIR_DOMAIN_LAND" does not exist in Domains
[102961.065] Invalid Reference on Units.SpecialCargo "SPECIALUNIT_MISSILE_SPECIALUNIT_SPECIAL_FORCES" does not exist in SpecialUnits.
[102961.751] Failed Validation.
 
Thanks Hulfgar, I appreciate that...

Code:
<GameData>
	<SpecialUnits>
		- <Row>
			<Type>SPECIALUNIT_SPECIAL_FORCES</Type>
			<Description>TXT_KEY_UNIT_SPECIAL_FORCES</Description>
			<Valid>true</Valid>
			<CityLoad>true</CityLoad>
		</Row>
	</SpecialUnits>
	- <UnitClasses>
		- <Row>
			<Type>UNITCLASS_SPECIAL_FORCES</Type>
			<Description>TXT_KEY_UNIT_SPECIAL_FORCES</Description>
			<DefaultUnit>UNIT_SPECIAL_FORCES</DefaultUnit>
			<MaxPlayerInstances>3</MaxPlayerInstances>
		</Row>
	</UnitClasses>
	- <Units>
		- <Update>
			<Set SpecialCargo="SPECIALUNIT_MISSILE_SPECIALUNIT_SPECIAL_FORCES" />
			<Where Type="UNIT_NUCLEAR_SUBMARINE" />
		</Update>
		- <Update>
			<Set DomainCargo="DOMAIN_AIR_DOMAIN_LAND" />
			<Where Type="UNIT_NUCLEAR_SUBMARINE" />
		</Update>
		- <Row>
			<Class>UNITCLASS_SPECIAL_FORCES</Class>
			<Type>UNIT_SPECIAL_FORCES</Type>
			<PrereqTech>TECH_RADAR</PrereqTech>
			<Combat>40</Combat>
			<Cost>600</Cost>
			<Moves>2</Moves>
			<CombatClass>UNITCOMBAT_RECON</CombatClass>
			<Special>SPECIALUNIT_SPECIAL_FORCES</Special>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PARADROP</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPECIAL_FORCES</Description>
			<Civilopedia>TXT_KEY_UNIT_SPECIAL_FORCES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPECIAL_FORCES_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_SPECIAL_FORCES_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<IgnoreBuildingDefense>true</IgnoreBuildingDefense>
			<AdvancedStartCost>40</AdvancedStartCost>
			<XPValueAttack>3</XPValueAttack>
			<XPValueDefense>3</XPValueDefense>
			<Conscription>1</Conscription>
			<UnitArtInfo>ART_DEF_UNIT_PARATROOPER</UnitArtInfo>
			<UnitFlagIconOffset>59</UnitFlagIconOffset>
			<IconAtlas>UNIT_ATLAS_2</IconAtlas>
			<PortraitIndex>14</PortraitIndex>
		</Row>
	</Units>
	- <Unit_AITypes>
		- <Row>
			<UnitType>UNIT_SPECIAL_FORCES</UnitType>
			<UnitAIType>UNITAI_PARADROP</UnitAIType>
		</Row>
	</Unit_AITypes>
	- <Unit_Flavors>
		- <Row>
			<UnitType>UNIT_SPECIAL_FORCES</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>10</Flavor>
		</Row>
		- <Row>
			<UnitType>UNIT_SPECIAL_FORCES</UnitType>
			<FlavorType>FLAVOR_AIR</FlavorType>
			<Flavor>7</Flavor>
		</Row>
	</Unit_Flavors>
	- <Unit_FreePromotions>
		- <Row>
			<UnitType>UNIT_SPECIAL_FORCES</UnitType>
			<PromotionType>PROMOTION_RIVAL_TERRITORY</PromotionType>
		</Row>
		- <Row>
			<UnitType>UNIT_SPECIAL_FORCES</UnitType>
			<PromotionType>PROMOTION_PARADROP</PromotionType>
		</Row>
	</Unit_FreePromotions>
</GameData>
 
Crashes on starting a new game. This is with a cleared cache. I play civ 5 through steam and have the spain/inca and the basic digital deluxe version Babylon and mongolian DLC's. lined out your polynesian one like it said to in the readme.

not sure what to do, you rmod sounds fantastic. so many mod authors working collaboratively not suprised so many frustrating bugs like this show up though.

BX
 
Hi, Hulfgar. I play your mode with great excitement, so thank you. =)
But I have a question: Do i need to deactivate version 4.2 while playing ver. 5?
 
Hello Sipovich,

sorry for answering so late, I was quite busy the last weeks.

I generate a new version number for each major realease.
So Civ should handle ver 4.2 and 5 as 2 different mods.

You can keep 4.2 installed but you can't play both at the same time.

If you don't need ver 4.2 anymore it is better to delete it, to avoid any conflict.
 
Hello Sipovich,

sorry for answering so late, I was quite busy the last weeks.

I generate a new version number for each major realease.
So Civ should handle ver 4.2 and 5 as 2 different mods.

You can keep 4.2 installed but you can't play both at the same time.

If you don't need ver 4.2 anymore it is better to delete it, to avoid any conflict.

As well as I understand, ver. 5 and ver. 4.2 contains a totally differnt packs of game improvements, so i can and should use it together?
Thank you ofr your answer, Hulfgar.
 
In ver5 I have removed the barbarians pack and what I converted from Thal's balance mod (because of some bugs that I can't solve :-( )

All other features from version 4.2 are in version 5
4.2 and 5 cannot work together because both are using some files that the game allows only 1 time (mostly the art files).

You should be able to play the barbarians! mod with ver5 but there may be some compatibility issues.

Anyway the last patch did change a lot of things.
It will probably not crash the mod but make it unbalanced.
So I am working on ver5.1 to make it compatible with patch 332.

Bernie's riflemen for Russia, Egypt and Persia will be in it as well.

Ver 5.1 should be ready this evening, I paln to test it tomorrow for a release probably friday.
 
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