Hulfgar's Modpacks - Industrial and Complete Edition

Hello Gedemon,

only the code provided by Firaxis :

Code:
<Building_ResourceQuantity>
		<Row>
			<BuildingType>BUILDING_STABLE</BuildingType>
			<ResourceType>RESOURCE_HORSE</ResourceType>
			<Quantity>3</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_STEEL_FOUNDRY</BuildingType>
			<ResourceType>RESOURCE_STEEL</ResourceType>
			<Quantity>5</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
			<ResourceType>RESOURCE_DIESEL</ResourceType>
			<Quantity>3</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
			<ResourceType>RESOURCE_KEROSENE</ResourceType>
			<Quantity>3</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_LUMBERJACK</BuildingType>
			<ResourceType>RESOURCE_TIMBER</ResourceType>
			<Quantity>5</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_CHARCOAL_BURNER</BuildingType>
			<ResourceType>RESOURCE_COAL</ResourceType>
			<Quantity>1</Quantity>
		</Row>

		<Row>
			<BuildingType>BUILDING_SCRAP_MERCHANT</BuildingType>
			<ResourceType>RESOURCE_IRON</ResourceType>
			<Quantity>2</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_NUCLEAR_FUEL_FACTORY</BuildingType>
			<ResourceType>RESOURCE_URANIUM</ResourceType>
			<Quantity>10</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_BIO_REFINERY</BuildingType>
			<ResourceType>RESOURCE_OIL</ResourceType>
			<Quantity>3</Quantity>
		</Row>
		<Row>
			<BuildingType>BUILDING_BREWERY</BuildingType>
			<ResourceType>RESOURCE_ALE</ResourceType>
			<Quantity>3</Quantity>
		</Row>
	</Building_ResourceQuantity>

and as example the code for steel :

Code:
	<Resources>
			<Row>
				<Type>RESOURCE_STEEL</Type>
				<TechReveal>TECH_STEEL</TechReveal>
				<TechCityTrade>TECH_STEEL</TechCityTrade>
				<Description>TXT_KEY_RESOURCE_STEEL</Description>
				<Civilopedia>TXT_KEY_CIV5_RESOURCE_STEEL_TEXT</Civilopedia>
				<Help>TXT_KEY_RESOURCE_STEEL_HELP</Help>
				<ResourceClassType>RESOURCECLASS_RUSH</ResourceClassType>
				<ArtDefineTag>ART_DEF_RESOURCE_IRON</ArtDefineTag>
				<ArtDefineTagHeavy>ART_DEF_RESOURCE_IRON_HEAVY</ArtDefineTagHeavy>
				<AltArtDefineTag>ART_DEF_RESOURCE_IRON_MARSH</AltArtDefineTag>
				<AltArtDefineTagHeavy>ART_DEF_RESOURCE_IRON_HEAVY_MARSH</AltArtDefineTagHeavy>
				<AITradeModifier>20</AITradeModifier>
				<ResourceUsage>1</ResourceUsage>
				<PlacementOrder>1</PlacementOrder>
				<AIObjective>1</AIObjective>
				<ConstAppearance/>
				<MinAreaSize/>
				<MaxLatitude/>
				<RandApp1/>
				<RandApp2/>
				<Player>100</Player>
				<Hills/>
				<Flatlands/>
				<NoRiverSide/>
				<IconString>[ICON_RES_STEEL]</IconString>
				<PortraitIndex>0</PortraitIndex>
				<IconAtlas>CUSTOM_RESOURCE_ATLAS</IconAtlas>
			</Row>
		</Resources>
		<Resource_Flavors>
			<Row>
				<ResourceType>RESOURCE_STEEL</ResourceType>
				<FlavorType>FLAVOR_OFFENSE</FlavorType>
				<Flavor>20</Flavor>
			</Row>
			<Row>
				<ResourceType>RESOURCE_STEEL</ResourceType>
				<FlavorType>FLAVOR_DEFENSE</FlavorType>
				<Flavor>10</Flavor>
			</Row>
		</Resource_Flavors>
		
	<IconFontTextures>
		<Row>
			<IconFontTexture>ICON_FONT_TEXTURE_STEEL</IconFontTexture>
			<IconFontTextureFile>steel-fonticons</IconFontTextureFile>
		</Row>
	</IconFontTextures>

	<IconFontMapping>
		<Row>
			<IconName>ICON_RES_STEEL</IconName>
			<IconFontTexture>ICON_FONT_TEXTURE_STEEL</IconFontTexture>
			<IconMapping>1</IconMapping>
		</Row>
	</IconFontMapping>

Those resources are not placed on the map, they are generated from buildings.
But for some reason when using earth maps with my mod no resources will appear on the map at all!
 
Beta version 4 is ready for download.

A list of the changes :

Ver 4 :
Holy Knights system reworked (building a cathedral, mosquee or pagoda will grant 2 free units)
The Stable will now give +3 Horses
Correction of a bug with the icon for Ale
Ethnic scouts for Japan, China and Mongols (skins Danrell)
Tech Engineering moved back in the Classical Era
New resource : Elephant, required for all War Elephants units
New building : Elephant Stable, requires Ivory, will give 3 Elephants
Vanilla archers, crossbowmen and english longbowman now with Naval Penalty and Small City Penalty

Attila's resource Tooltip back in the mod (thanks to Redox!)
 
Playing version 3. Airship fog of war issue is still a little buggy. I just deleted the unit as I don't want it to mess up my game. Similarly, I killed a unit in an "empty" tile while the animation was three tiles away. Maybe hard to picture.

Anyway, am I the only person having this issue? May need to do a clean install if that's the case. Though I already did a clean install when G&K was released...

Are you or Gedemon trying to get YNAEMP compatible?
 
Are you or Gedemon trying to get YNAEMP compatible?

Maybe Gedemon will have a look into it, if not I will see with Redox if he can find a solution.

Bslade try ver 4. At least some minor bugs are corrected in it.

it would be good to know if more people have this bug with the airship, if so I will remove it until I found why.
 
Testing V4.

Now doesn't crash to me.

Sweden longsword looks like spearman. I think this apply to all expansion pack civs and DLC civs.
 
hello, when I activate this mod, the mod IGE, its icon appears in the game I will not activate, even though I downloaded and activated before throwing it all, there must be an interference between the two mods, as I do??? I also modified the config.ini (DebugPanel = 1 & LoggingEnabled = 1)
inCompatible with the Mod "Ingame Editor" ???? because????
 
Canabrava can you post me a database log ? I just tested the Sweden longsword and they were ok for me.
Thanks.

Phoenixfredoom, I'm using IGE whithout problem, can you post me database log as well please ?
 
Maybe Gedemon will have a look into it, if not I will see with Redox if he can find a solution.

Ok, resources works fine with YnAEMP v.15

The problem is a bug with civ5 and mods with more than 256 units when loading a map made with the WorldBuilder.

That will result in assert messages on loading, you can chose to ignore the assert safely, but I think there are twice many assert as units above the 256 limit in the mod. There are 565 in your's...

The bug is on Firaxis side, we can't fix it until we get the DLL source (if the loading of WB map is part of it)
 
Note that technically the 2 mods are not incompatible... if you're willing to click a few hundreds of times on "ignore" button when starting a new game :D
 
Hi, I'm new to this mod, seems quite interesting!

I've just played 40 turns, on my first city there's Wheat resource
I've built a farm on it, I've built the brewery, but I've no Ale and can't build the Pub

I'm using the latest v4
Maybe there's still any problem? I'm missing something?
 

Attachments

  • missing_Ale.jpg
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Hello Gedemon, no I think I will look into your Red Modpack to see how you did for the ethnic units.

This would spare a lot of place, especially if more skins are to come (which I hope :) )

Hello Federin,

Can you post me a saved game ?
 
sorry, my bad, I could build the pub, although I don't see where's the amount of 'ale' remaining
 
If you are playing version 4, Ale you should appear in the drop down menu of the resource bar.
 
Dang Hulfgar, you really keep making great updates to your mod. Especially love that anti air units are hidden without ground units to spot them! Put too many hours into version 3 to quit now and haven't experienced much if any bugs. Couldn't resist, and purchased another air ship. No fog of war issues for several hours. I especially appreciate a civ acknowledging the fact that I resurrected them! You may want to change the word choice here. I can't remember the phrase used, but i feel it should say something like "civilization restored" or the like.

Did you tweak anything that would cause an increase in units? I'm playing huge map with max civs on level 7. Civs have tons of units. I often have to wait several turns just to move a unit one plot through another civ's territory.

Gedemon, very cool of you to attempt to get these mods compatible. And my hat is off to you as well, you've got some very sweet mods :)
 
Hulgar : " Phoenixfredoom, I'm using IGE whithout problem, can you post me database log as well please ? " I did not understand very well what should I do? coma can I send you what you want and where is it?
 
Hello Phoenixfredoom,

to enable logging :

go in : Documents\My Games\Sid Meier's Civilization 5\ and open config.ini
- Inside this file, search for "LoggingEnabled = 0" and set that to 1
- Save the file and close it.

launch the game with the mods IGE and mine activated. Start a game and quit.

go in \Documents\My Games\Sid Meier's Civilization 5\Logs and find the file Database.log.

Send me this file via an attachment in this forum.

Hello Bslade,

I've not tweak the AI, it must be the new settings from G&K.

The next update will take some time : I am converting the mod to the graphic system used by Gedemon. This could even solve some unexplained crash problems.
 
Hi! the balance whine goes into this thread I assume?

I played a short game, at turn 150 right now, starting in Ancient era, difficulty Immortal. I went for Longbowmen as quickly as I could, and was easily killing spearmen and composit bowmen of other civs. Is the longbow a bit overpowered, with no contemporary melee unit able to counter it?

Another thing: you add early resources into the game: coal, timber, ale. But none of the early buildings seem to use these resources. Earliest use of coal is Steel Foundry (Medieval), Timber - Archery Range (Classical), Ale - required by Pub, but nothing else really. It's kinda cool to have early resources to play with, but then there is nothing to spend them on.

Just my thoughts, cool mod and great work though ;)
 
Hello Redox :)

You're right, for the next version all chariot units and the palisade will require 1 timber.
And longbowmen will have the same range strengh as composite (which is acurate) but keep their better firing range.
 
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