Hulfgar's Modpack

Hulfgar

Emperor
Joined
Mar 31, 2008
Messages
1,798
Location
France
WARNING : at this time the mod is NOT compatible with the latest Civ 5 version :wallbash: . I am working on it!

Compatible with version 1.0.1.383 Current stable version is 10.3

Mod's features :
Spoiler :

UNITS :
Ethnic skins for Knights, Musketeer, Riflemen and Industrial Units from most of the major nations.
21 New Units
Spoiler :
(Knight Templar, Teutonic Knight, Milicia, Submarine Cruiser and Submarine Carrier, Dreadnought, Cruiser, Nuclear Carrier, Early Fighters, Strike Fighters, Divebombers, Special Forces, Explorers, Marines, Anti Tank Infantry, Early, Light and Heavy Tanks).


Major changes to military units (Land, Sea and Air) :

All heavy military units require a factory to be build.
All motorized units require some fuel; land and sea : diesel, air : kerosene.
Marines, Paratroopers, Special Forces and Riflemen require a barrack and may require an Airbase or Seaport for production.
Nuclear Submarine requires 1 Uranium.
Mech requires 1 Uranium.
Mech set to 3 maximum per player.
Nuclear missile has a range of 16, requires 1 Uranium.

New Promotions :
Penalty vs Armor (for Infantry, Marine, Paratrooper and light tanks) : - 50 when fighting armored vehicules.
Penalty vs Armor II (For melee, mounted, archer, siege units and units from the musketeer and rifleman class) : -100% when fighting armored vehicules.

Caravel, Frigate and Destroyer can carry scouts and explorers.

BUILDINGS :
22 New buildings
Spoiler :
Lumberjack's Hut, Charcoal burner, Wind Turbine, Steel Foundry, Cannon Foundry, Nuclear Fuel Factory, Airbase, Naval Academy, Sewer System, Heavy Weapon Factory, Warship Factory, Aircraft Factory, Recycling Center, Oil Refinery, Tax Office, Ministry of Finance, Bio Refinery, Ski Resort, Water Sport Resort, Brewery, Tavern.


RESOURCES :
5 New resources : Timber, Kerosene, Diesel, Steel, Ale.
Fuel required by all mechanized units.
Iron, Oil, Coal and Uranium can be gained from buildings.

15 New techs
Spoiler :
Woodworking, Petrochemistry, Submarine Warfare, Moderne Naval Warfare, Aerial Warfare, Early Tanks, Light Tanks, Medium Tanks, Heavy Tanks, Modern Armor, Naval Aviation, Supersonic Flight, Dreadnought, Artillery, Cannon Foundry.


Mods included :
Building Resources ver6, Thal's Balance Combat v86 (adapted to the mod), Navalcounterattack, RemoteMining, Barbarians!

Wonders included :
Red Cross, Parthenon, Solomon's temple, Sphinx, Pont du Gard, Large Hadron Collider, Wall Street, Magellan's Expedition.

For more details see the readme file in the mod's folder.


This mod supports french, german and english language.
(German and French translation may be incomplete for some entries, please don't hesitate to report it.)

Compatibility and Installation issues :
Spoiler :
**************************************************************************************************
Installation :
Uninstall and delete any previous version and clear the mod's cache to avoid conflicts :
Drive letter:\Users\user name\Documents\My Games\Sid Meier's Civilization 5\cache

If you have problem to install the mod with the Civ 5 installer try to manually unzip the *.civ5mod file with 7zip and proceed like this :
Spoiler :
- put the civ5mod file in your civ5 mod's folder (...\Documents\My Games\Sid Meier's Civilization 5\MODS, on my PC it may change in yours).
- open 7zip, right click the file Hulfgars ModpackXX (NO DLC) (v X).civ5mod and select the option to unpack or unzip in "Hulfgars ModpackXX (NO DLC) (v X))\"

Previous versions should be deleted before installing a new version but finish your current game first ! :) This version is not compatible with previous saved games.

Optional DLCs :
Compatibility for optional DLC other than Spain/Inca and Polynesia is not guaranteed.
If you have one of those DLC (Vikings, Korea,...) it may be best to not use the optional civs with this mod.

If you have the Spain/Inca DLC
you should use the modmod "Hulfgars Modpack DLC Spain Inca (v 3)" with this mod.
If you have the Polynesia DLC you should use the modmod "Hulfgars Modpack DLC Polynesia (v 2)" with this mod.

Animations :
To see the propeller on the aircrafts you need to put the folder "Edited_Aim_State" to
"C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\resource\Common"

Compatibility with other Mods :
Any other mod can break this mod or make strange things happens!
This mod uses Civ5ArtDefines_Units.xml and Civ5ArtDefines_UnitMembers.xml so if you are using another mod with those files you need to merge the files.
(there can be only 1 Civ5ArtDefines_Units.xml and 1 Civ5ArtDefines_UnitMembers.xml).
Highlander and Housecarl are included in both ArtDefine files, so if you are using "City States UU" just delete Civ5ArtDefines_Units.xml and Civ5ArtDefines_UnitMembers.xml from "City States UU" directory.

This mod is not compatible with :
Build Cities Within 2 Tiles
Unofficial Patch and Vanilla Enhanced Mod
YNAEMP
R.E.D. Modpack

********************************************************************
BUGS :
In the civilopedia the scout has been moved to the great persons screen. I don't find why!

After loading a scout/explorer on a ship don't try to move it out of the ship in a sea tile : it would take the skin of an embarked unit and keep it a few turns , even on land!
You can unload the scout/explorer at the next turn whithout this bug to appear.
********************************************************************

Please report any bug or conflict. Feedback is welcome and most wanted!

****************************************************************************************************

Download current version (17th dec. 2011):

Version 10.3.
Mirror on Rapidshare

Note : if you want a range of 1 for city attacks follow these steps :

Spoiler :

1- Find the file GlobalDefines.xml in ...\Documents\My Games\Sid Meier's Civilization 5\MODS\Hulfgars Modpack (No DLC) ver 10.3 (v 10)\Xml
2- Either download this new file (set with 1 in attack range for cities) and overwrite the old one or open it (with notepad for example) and change the "0" in :
Code:
<Update>
<Set Value="[COLOR="Red"]0[/COLOR]"/>
<Where Name="CITY_ATTACK_RANGE"/>
</Update>

to a "1" :

Code:
<Update>
<Set Value="[COLOR="Red"]1[/COLOR]"/>
<Where Name="CITY_ATTACK_RANGE"/>
</Update>


Previous versions :
Spoiler :
Version 10.2.
(Correction of the Resource and Archer bugs).
Mirror on Rapidshare

Patch 1 for ver 10.2 : will allow the scout/explorer to embark on the intented ships and set the firing range of the barbarian trireme to 1.
To install it :
Spoiler :
-1 download the file, extract the 2 files.
-2 copy Barbarians - Units.xml in ...\Documents\My Games\Sid Meier's Civilization 5\MODS\Hulfgars Modpack (No DLC) ver 10.2 (v 10)\Merged Mods\Barbarians! (v 6)
Overwrite the old file
-3 copy TransportsMod.xml in ...\Documents\My Games\Sid Meier's Civilization 5\MODS\Hulfgars Modpack (No DLC) ver 10.2 (v 10)\Xml\Units
Overwrite the old file

This patch is compatible with saved games.

version 9.2


Optional Mods : Must be installed after the main mod !

Addon :
Hulfgars Modpack DLC Spain Inca (v 5) for Ver 10.3 of the main mod.
Hulfgars Modpack DLC Spain Inca (v 3) Compatible with ver 10 of the main mod.
Will add ethnic units for Spain and prevent the 2 civs to build national units such as I-400, Surcouf and Sturmtiger. Mirror on Rapidshare

Addon : Hulfgars Modpack DLC Polynesia (v 2)
Compatible with ver 10 of the main mod.
Will prevent the Polynesia to build national units such as I-400, Surcouf and Sturmtiger.

Hulfgars Modpack Embarkation Mod v2 (Mediafire)
Spoiler :
Remove the embarkation promotions.
Allows land units to embark on transport ships (except great people, at this time they cannot be loaded)
4 transport ships (Antik, Medieval, Renaissance and Industrial)
Allows the stacking of 2 units per tile.
Promotion Cargo Carrier (5 units can be loaded on the ship).
Promotion Naval Aviation (will heal a plane on a carrier of 3 hp per turn)
Promotion Triage : troops in the landing Ship Dock will heal 1 hp per turn.


If you prefer to play with the vanilla scale of the units download this file :
Civ5ArtDefines_UnitMembers and follow those steps :
Spoiler :
Unpack the file, copy it in the mod's folder in ...\Documents\My Games\Sid Meier's Civilization 5\MODS\Hulfgars Modpack (No DLC) ver 10.1 (v 10)\Xml
Overwrite the old Civ5ArtDefines_UnitMembers.xml file.
This will work with ver 10.1 of the mod, perhaps with 9.2 as well but not sure.


NOTES for version 10.3
Spoiler :

UNITS :
Ethnic swordsmen for Egypt, Arabia, Ottomans, Greece, Russia and Persia
Tank destroyers / Antitank Guns combat range : 1 RangeCombat Strengh : 30 / 28
Range for Barbarian Trireme set to 1
Max HP from units increased from 10 to 13
Settlers cannot be captured as settlers (back to vanilla settings)
Mobile Artillery : RangedCombat down from 32 to 28 (30 for the Sturmtiger)

BUILDINGS :
The Heavy Weapon Factory requires a Cannon Foundry
The Naval Academy requires a Warship Factory
Ministry of Finance -1 Happiness
Tax Office -1 Happiness no specialist
Cathedral : maintenance cost down from 3 to 2
Nuclear Fuel factory : maintenance cost up from 3 to 5, no limit in the number.

City range down to 0

TECHNOLOGIES :
Radioactive Decay reveals Uranium on the map.
Updated "Help" entries for Dynamite, Steam Power, Replaceable Parts, Combustion, Telegraph, Radio, Radar, Refrigeration and Flight.



NOTES for version 10.1 and 10.2
Spoiler :


NOTES for version 10.2
Correction of the resources bug (buildings would not add resources as planned)
Correction of various bugs in TXT files/lines.

NOTES for version 10.1
Correction of a bug with the English Tank destroyer and the unit Archer

Bug correction :
Correct skins for japanese light tank and russian light tank
the M26 requires diesel and the heavy weapon factory to be build.
Ethnic destroyers should be able to load the explorer and scout as intented.

TECHNOLOGIES :
Naval Aviation set as prereq for Computers

UNITS :
New Unit : Tank Destroyer
US Heavy T-95 used as modern armor for the Iroquois
Obsoletes tech for Frigate updated to Dreadnought.
Obsoletes tech for Ship of the Line updated to Steam Power.
The Ship of the Line will upgrade to Ironclad.
The Ironclad will upgrade to Dreadnought.
Removed the Ocean impassable promotion for the Ironclad
Crossbowmen upgrade to Riflemen (vanilla settings)
Musketmen upgrade to Riflemen (vanilla settings)
Special Forces receive the promotion "Combined Spec Ops Training"
Mechanized Infantry moved to tech "Modern Armor"

BUILDINGS :
Aircraft Factory : the flat land restriction has been removed, maintenance up to 3 Gold
Oil Refinery : the flat land restriction has been removed, maintenance up to 3 Gold, will produce 3 diesel and 3 kerosene (+1)
Airbase : the flat land restriction has been removed, requires 1 kerosene (to refuel the trainings planes!).
Harbor : +1 Gold per Sea plot
Seaport : +1 Production per Sea plot
Watersport resort : +1 Gold per Sea plot (instead of 1 per Sea resource)
Cathedral, Holy War and Ministry of Finance cannot be bought anymore
Lumberjacks Hut and Oil Refinery can be bought

PROMOTIONS :
Promotion "Carré" has been deleted, replaced with "Formation 1" to free some place in the promotions slots.
City Defense : available for Archer and Gun units. Grants a 25% Bonus if defending a city.

Foliage Penalty
renamed "Armored Vehicule" with those stats :
Malus -50% in Att and Def if fighting in Jungle and Forest
+100% vs melee units
+100% vs archer units
+100% vs mounted units
+100% vs musketman class units
+100% vs militia class units
+100% vs rifleman class units
+100% vs catapult class units
+100% vs trebuchet class units
+100% vs cannon class units

Insta Heal removed

Combined Spec Ops Training grants a unit a range of tactical capabilities:
Recon: +1 visibility range
Orienteering: ignores terrain cost
Camouflage: 33% protection from ranged attacks
Skirmisher: can move after attacking
Amphibious: no penalty attacking over water surfaces
(Credits : Redox)


NOTES for version 9.2 :
This version is for all user, with or whithout DLCs. A patch for 9.2 is available in this post.
Spoiler :
DLC Contents :
The Spain/Inca and Polynesia DLC contents have been removed.
They are now available as 2 separate mods for this mod.
This should make the installation easier for people whithout those DLCs

UNITS :
Goodyhut will upgrade the Musketman to Militia (instead of Rifleman).
Added Russian Musketman and Militia
Added Rome Musketman and Militia (use Austrian skin from Bernie)
Added Spain Musketman and Militia (use Dutch skin from Bernie)
Added English Rifleman from Bernie

The extra maintenance cost from ver.9 have been reworked : Nuclear Sub, Atomic Bomb, Nuclear Missile, Stealth Bomber, Mech, Battleships, Nuclear Carrier and Specoial Forces have a cost of 2.
Other units are back to vanilla settings (in general 0).
Stealth Bomber limited to 3 per player.
New barbarian unit : the terrorist (barbarian special forces)
Foreign Legion moved to Tech Radar (to match the Marine)

MODS :
Naval Counterattack modified to allow the defending unit to move after counterattacking (if it has survived!) Modification of the code made by Redox and Gedemon.

BUILDINGS :
Barracks will boost a city's defense and give +1 in happiness.
New building : the Cathedral +3 Culture, +5 Happiness, requires a Monastery, max 3 per Civ.

TECHNOLOGIES :
The Tech Tree has been reworked to avoid broken pipes.
As a result some prereqs have been changed, Petrochemistry has disappeared and Radioactive Decay has been added (no direct use but it is a bridge between Combustion and Atomic Theory).
The Tech Dynamite will boost the production of Quarries and Mines of +1.

PROJECT :
Project SDI from Spatzimaus. Will grants 50% in nuke interception.

CIV TRAIT : the Enhanced Culture Trait for France will not become obsolete with Steam Power.

Modified the spelling of Steel from STEEL to Steel

Bug correction :
Cannon will be obsoletes with Artillery instead of Dynamite
Ship of the Line available for all civs, Caravel upgrades to Frigate, SoL to Dreadnought.
(for some reason this file disapeared from ver 9!)
The diplo part of WWGD has been disabled until I can make it compatible.
Cosmetic changes :
The Militia use the musketman skins from Bernie when available.

Version 9 is ready to download here (Mediafire) or here (RapidShare)

VERSION 9 :

Spoiler :
Cosmetics changes :
Set the swordsman icon for impi, celtic warrior and frankish warrior.
New icons for the promotions Square Formation, Amor Penalty I and II
Bernie's Napoleonic musketmen skins used for France, Prussia and England.

Units changes :
Range of Galley set to 1
Extra maintenance cost for mechanized units and some elite infantry
Militia set to 0 extra maintenance.
All Riflemen now share the same promotions (except for the Iroquois)

Buildings change :

Maggellan's Expedition now grants +1 move to naval units

Merged Mods :
Barbarian's mod back in this mod, barbarians can build light and medium tanks.
WWGD
Alpaca Mods
Attila's resource tooltip, now you get the list of all your resources on mouse over the top panel.
Thal City Unit Tooltip
CsebMod Extended Plot Mouseover
Thal Utilities
Remote Mining from Redox

Thanks to Redox for the merging of these mods!!!

Bug corrections in the Tech Tree


Change in version 8 :
Spoiler :

Bug correction :
Corrected a bug in the Spain file.

Merged mod : Navalcounterattack from Mylon.
Artillery will not upgrade to rocket artillery via a goodyhut.
New units : Early Tanks, Mobile Artillery and Mobile AA Guns
Sturmtiger : Mobile Artillery powerfull against city, limited to 3. UU for Germany.
Surcouf and I-400 switched back to UU for France and Japan, limited to 2 each.
Added Polynesia file to handle the UU.
Added ethnic skins for the Iroquois in the WW2 era, used are US units from Danrell.
Range for Trireme set to 1
Infantry Combat value down to 30, Cost down to 275.
The Marine moved to radar tech.
Anti tank Gun moved to tech Early tanks.


VERSION 7.2 BETA: download here

Spoiler :
New unit : the Cruiser less powerfull than a battleship but faster.
New tech : Modern Naval Warfare (required for Destroyers, Cruisers and Battleships)
Ethnic skins for France's and England's Nuclear Carrier
Ethnic skins for Spain's light and medium tanks, infantry, paratrooper.
Ethnic skins from Danrell for most of the light tanks, medium tanks, heavy tanks, destroyers, cruisers, battleships, paratroopers.


Version 7
Spoiler :

Major overhaul of the trech tree with new techs.
Warning : pedia entries for the vanilla techs have not been updated !

Tanks are split in 4 categories : Light, Medium, Heavy and Modern Armor.
Tanks can no longer be upgraded via a Goody Hut.

Changed the tech prereqs for AA Guns, At Guns, Battleships, Tanks, Artillery.

Spain Modern Armor is now Leopard 2
Coal revealed with Mining.
"Remove Forest" available with Woodworking

Corrected a bug where some riflemen had no promotion.
Corrected the misspelling of militia.
Corrected a bug with the lumbermill, it now gives 15% bonus in production as mentionned in the help.

Added the resources and buildings prereqs for units in the help toolbox.
Corrected/added various pedia and help entries.

Special forces now require a Barrack AND an Airbase.
Paratroopers now require a Barrack AND an Airbase.
Marine requires a Barrack AND a Seaport
Foreign Legion requires a Barrack, moved to radio tech, boosted to 38 in strengh (same as the Marine that it replaces).



VERSION 6.1 :

Spoiler :
The "Reload Landmark System" option has been unchecked. I hope this will kill the bug of crashes while moving units.
Added Iroquois Riflemen skins from Bernie14
The Impi warrior now requires Iron.
The promotion medic can not be chosen anymore. To get medics you need the Red Cross National Wonder.


Version 6 notes :
Spoiler :

The tech tree has been reworked to avoid more than 5 icons per tech.
For this I had to create 2 new techs and move some buildings/techs.
New Wonders :
Magellan Expedition Wonder from Ambrox62. This Wonder grants 1 Caravel as bonus.
Ambrox's Large Hadron Collider wonder added.

Unit Updates :
Changed the skin of the geerman panzer and russian tank to have a mix of models in it.
Explorers can no longer be upgraded via a goody hut.
Frigate and Ship of the Line both require a Seaport.
AT Infantry now Combat Class Recon (was Gun)
Corrected a bug in the Tanks.xml file
Promotion "Jungle Impassable" for Modern Armors
Promotion "Foliage Penalty" (-50 Att/-50 Def in jungle and forest) for Tanks and Modern Armors
Disabled the footed Knight Templar.
Dreadnought moved to tech Replaceable Parts.

Building Updates :
Ambrox's Pont du Gard updated to ver2
Ambrox's Solomon's Temple updated to ver4
Ambrox's Sphinx updated to ver3
Louvre gives a free Museum (in addition to Great Artists).
Stone works building moved to Tech Masonry.

New exploration mod :
Caravel, Frigate and Destroyer are set to SPECIALUNIT_CARGO, they can carry 1 or 2 SPECIALUNIT_RECON.
SPECIALUNIT_RECON are Scouts and Explorers. They can embark and disembark on those ships from any tile.
Known bug : do not try to move the embarked unit after loading it or it will that the skin of an embarked unit and keep it.
You can unload whithout problem at the next turn.

New Tech :
Submarine Warfare : required for all kind of submarines.
Petrochemistry : required for oil refinery, kerosene and diesel.
Woodworking : required for Timber and Lumberjack's Hut, leads to Sailing (instead of Pottery).

Tech Updates:
Cost of Lumberjack's Hut down to 60.

Merged Mod :
Added parts of Thal's Balance Combat AI, BC Units, Promotions, Ugrades and Techs. (ver 86)


Version 5 and 5.1 notes :
Spoiler :

Added Riflemen skins from Bernie14 for : Japan, Egypt, Russia and Persia (Egyptian skin used for Arabia).
Added Florentin Knight skin from Nutty for the Roman Knight.
Caravel upgrades to Frigate
Ironclad upgrades to Destroyer
Knight Templar strengh reduced to 13.
German Longswordsman strengh reduced to 16 to match the patch changes.
Fighters and Divebombers strengh reduced to 40 to match the patch changes.
Bombers strengh reduced to 50 to match the patch changes.
Recycling center now cost 500 (was 550)
Windturbine now cost 360 (was 500)
Tanks and Armors moves upgraded to 5, sight penalty removed to match the patch changes.

Added Riflemen skins from Bernie14 for : German, France, USA, Ottomans (Ottoman skin used for Arabia, Ottomans and Egypt).
Conscript now uses continental infantry skin.
Disabled Barbarians and Thal's Balance until the crash and bug source are found.


VERSION 4 and 4.2 notes :
Spoiler :

Killed bugs :
Corrected a bug where the bomber could not be rebased in another city.
Corrected a conflict between Thal's Balance and this mod in the upgrade path of the scout.
Ship of the Line should now be available to all nations.

Changes :
Thal's Balance Combat updated to ver 69
Other modules of Thal's balance temporaly disabled (looking for a crash source, see known bugs).
All units from UNITCLASS KNIGHT now require a Castle to be build.
Promo Amphibious now available only to Marine.
Tanks, Modern Armors, Anti tank Guns, Anti aircraft Guns, Rocket Artillery and Mobile Sam can no longer capture cities.
Celtic Warrior now replaces English and French swordsmen (skin Highlander).
Frankish warrior now replaces German Swordsman (skin Housecarl).
Musketman class units now upgrade to Militia.
Pont du Gard (credits Ambrox 62) now included.
Mods included :
Solomon Temple Wonder (v3) credits Ambrox62
The Sphinx Wonder (v 2) credits Ambrox62
The Parthenon Wonder (v 2) credits Ambrox62
See details here : http://civmodding.wordpress.com/
Promotion "Camouflage" from Mentos

UPDATES :
WW1 Fighters cost lowered to 220
Dreadnought cost lowered to 220
All WW2 fighters now obsolete with Tech Supersonic Flight
All tanks now obsolete with Tech Lasers
Fixed bug with the Panzer IV and Divebomber for Spain.
Spanish Conquistador requires Horse AND Iron (like a knight).
Surcouf and I-400 now world unique units, limited to 1 each.
All submarines can move after attacking and get the promotion Rival Territory
Bombers can no longer be loaded on carriers.
Uses Bismarck skin whith the war ensign of the German Empire Navy.
Lumberjack's Hut and Charcoal Burner's Hut now provides 15% bonus in production.
Windturbine now 20% bonus in production.
Coal now revealed with Engineering.
Artillery now requires a Cannon Foundry
Antitank Gun now requires a Cannon Foundry
Antiaircraft Gun now requires a Cannon Foundry
Antiaircraft guns and antitank guns receive promotion camouflage.
Nuclear Submarine can load Special Forces.

NEW UNITS :
*NEW* Explorer : Available with Gunpowder uses Conquistador Musketman skin from Deliverator.
Starts with Sentry, Ignore Terrain Cost, Rival Territory and Only Defensive.
Obsolete with Strategic Air Power. Upgrades to Paratrooper.
Scout now obsolete with Gunpowder.
*NEW* Fighter bomber : Light supersonic bomber available at Supersonic Flight; Bonus vs tanks and ships; can be loaded on a carrier.
(at this time uses skins from WW2 fighter bombers)
Divebomber upgrades to fighter bomber.
*NEW* Special Forces : starts with Camouflage, Rival Territory and Paradrop, requires a Barrack or Krepost. Limited to 3/player. Can be loaded on a Nuclear Submarine (paradrop on it!).

NEW BUILDINGS :

Water Sport Resort : improves happiness and gold income. Available with Tech Refrigeration.
Ski Resort : improves happiness and gold income. Available with Tech Refrigeration.
Brewery : requires Wheat, produces 3 Ale. Cannot be build if a bio refinery has been build.
Pub : requires Ale. Provides +2 happiness.



Version 2 :
Spoiler :

"TXT_KEY_UNIT_SURCOUF" now displays the correct name in english version.
Corrected some units size (marine, templar, anti-tank infantry).
"TXT_KEY_BUILDING_CANNON_FOUNDRY_HELP" now displays the correct required resources in french version.
Resource STEEL now revealed with TECH_STEEL.
Dreadnought now requires Warship factory.
Paratrooper now requires TECH_STRATEGIC_AIR_POWER
Corrected a bug where the Bio Refinery would not load.
New Tech : Supersonic flight. Required for Jet Fighter and to research Tech Stealth.
Added text entries for the new techs.

Changes in GoldMaintenance :
Winturbine : 1
Tax Office : 0



Credits :
Spoiler :

Special thanks to Kael, Danrell, Lonegamer, Jaythekiller, Deliverator, Nuvoloblu, Rabbit, Snafusmith, , Bernie14, Whys Alives, Spatzimaus, Thalassicus and Redox!


Code for the file Unhappiness.lua : Spatzimaus
Building resources Mod : Whys Alives
Code to allow the embarking of units : Redox

Buildings :

Sewer, Recycling center updates in Granary, Hospital and Med Lab : Spatzimaus
Airbase : SerialK
Steel foundry : Arbogli
Windturbine : GUNDAM20th
Naval Academy : Mynex

WONDERS :
Large Hadron Collider, Magellan, Pont du Gard, Solomon's temple, Sphinx : Ambrox62


UNITS :

Antitank Infantery : Jaythekiller
Knight Templar : Jaythekiller
Marine : Lonegamer
Highlander : LoneGamer
WW2 Infantry : Blazekid87
German Infantry : Danrell
Russian T-90 MBT Conversion : Blazekid87
American M1A1 Abrams MBT : Blazekid87
German Leopard 2 MBT Conversion : blazekid87
Redcoat and Continental Infantry : Deliverator
Zulu Impi : Deliverator
Conquistador Musketman : Deliverator
Housecarl : Deliverator
Ethnic Riflemen and Musketmen, German knights : Bernie14
German longsword templar, templar and teutonic mounted knights : Bernie14
T55 and WW2 Tanks,WW1 and WW2 Unit Pack : Danrell
Railroad Artillery : Danrell
 

Attachments

  • Update1 ver 9.2.rar
    25.1 KB · Views: 372
I am working on another download link, i should be ready in a few minutes.

don't hesitate to try again on megaupload, it works after some try.
 
It's crashing when starting a new game,and i cannot scroll down on leader selection screen.

EDIT:Nevermind i fixed it,but leader screen problem still exists,but i can select from advanced options screen so it's not a big problem,thanks for mod again :)
 
Hello Dadaloglu,

glad you fixed the problem.

Do you know where it came from ? because it's running fine for me.

I forgot to mention that I am using the Spain/Inca DLC and there is a few lines concerning those 2 Civs. It may cause conflicts if you don't have the DLC.

but leader screen problem still exists,but i can select from advanced options screen so it's not a big problem,thanks for mod again

Yes, I forgot this issue since I always use the advanced options to play.
I don't know where is this bug coming from. If somebody can fix it I would be in great debt with him :)

A couple of times I had CTDs when scrolling in the Civilopedia, but after restarting the game it did not happen again, so I am not sure if it is from the mod or a bug from Civ5.

Right now I am playing it with those mods :

Active city defense and barbarians! it's running fine.

I plan to check it with Mercenaries and City States Unique Units.
 
I was using stand-alone airbase mod,it was clashing with your's,i deactivated it and worked fine.
I also had ctds,but it's from civ5's itself,i think.
One more thing catches my attention:marines,redcoats and continental riflemen were not same size compared to other units,is this a bug or you haven't adjusted it yet?
 
I forgot to adjust those scales, they should be at <fScale>0.09</fScale>
I will correct this.


Another bug I ran into :
when I select the policie "Meritocracy" from the Liberty tree I cannot select the Great Person. The option is there but clicking on the button will do nothing.
Since this button is hiding the "next turn" button I can't go further and have to reload the last saved game.

This bug occurred while running the mod with Active City Defense and Barbarians!

Whithout those mods I don't have the bug (tried with advanced start in modern area).
 
I am currently running the mod alone and the meritocracy bug is gone.

I tried to play it with Mercenaries and City States UU but I had severe CTD while running City States UU.

I will try to find why after this game.
 
I have a suggestion,
My play style is depending on puppet cities,and i always have 2 cities,but i like massive military so,i build many troops but only 2 oil refinery is not sufficient for me,if you can adjust the mod for unlimited oil refinery in one city i'll be grateful :)
 
Hello Dadaloglu,

I am not sure if I can remove the limitation for the oil refinery (right now I don't know how to do it).

But you can easily increase the output of the oil refinery (and to be fair increase it's gold maintenance).

As attachment you will find the modified NewBuildings.xml file (just overwrite the old one with it).
In this version the oil refinery will cost 15 gold to maintain, produce 15 diesel and 10 kerosene.
So with 2 cities you will get 30 diesel and 20 kerosene, that should give you a nice army.

If you want to change the output yourself you can tweak those values :

in <Building_ResourceQuantityRequirements> you give which quantity of which resource the building will require :
Spoiler :
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Cost>2</Cost>
</Row>


in <Building_ResourceChange> you give what the building will produce :

Spoiler :
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_DIESEL</ResourceType>
<ResourceChange>15</ResourceChange>
</Row>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_KEROSENE</ResourceType>
<ResourceChange>10</ResourceChange>
</Row>


you can as well change the output of the bio refinery in diesel and kerosene instead of crude oil :

Spoiler :
<Building_ResourceChange>
<Row>
<BuildingType>BUILDING_BIO_REFINERY</BuildingType>
<ResourceType>RESOURCE_DIESEL</ResourceType>
<ResourceChange>YOUR VALUE HERE</ResourceChange>
</Row>
<Row>
<BuildingType>BUILDING_BIO_REFINERY</BuildingType>
<ResourceType>RESOURCE_KEROSENE</ResourceType>
<ResourceChange>YOUR VALUE HERE</ResourceChange>
</Row>
</Building_ResourceChange>


Tell me if this solution suits to you, if you need something else or have other suggestions please just ask.

Changes in this file may not be compatible with previous saved games so finish your current game first :)
 
And English HMS Ark Royal aircraft carrier's textures are appearing brighter than normal,maybe you can fix this on next version,thanks for the solution again :)
 
Anyone know if this will play nice with Thals Balance? From my inexpert look at the files it seems like it may. Thanks in advance!
 
There is a bug in the,Ottomans research tree.When you research combustion,tanks are not appearing in game,it looks like it was accidently removed from Ottomans Units.
 
There is a bug in the,Ottomans research tree.When you research combustion,tanks are not appearing in game,it looks like it was accidently removed from Ottomans Units.

Yes I have a bug with units for Ottomans and Spain (Divebomber, Panzer IV and probably MeBF109). I found it today while making the mod non DLC friendly.

It will be corrected in the next release, planned for next week.
Hopefully it was the last bug from the initial release.

Until this release I would advice not to use Spain or the Ottomans.

For the Ark Royal I will see what I can do (It was converted by danrell and I am a novice with reskinning!)

Anyone know if this will play nice with Thals Balance? From my inexpert look at the files it seems like it may. Thanks in advance!

At this time it is not compatible :
Both mods are using the file NotificationPanel.Lua which is a compatibility problem if I understood right.
Both mods are modifying some data in the units which may give some strange results.

I am waiting for Thal's permission to use some parts of his mod in mine.

This could be in the next week's release.
 
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