notque
Artificially Intelligent
- Joined
- Nov 13, 2005
- Messages
- 1,682
Only if the other mod does not affect saved games. Which would be highly unlikely because most people who would be using William's file as part of their mod are going to be making changes to the game's database that will most likely corrupt and kill any saved game you try to reload after enabling such an additional mod.
Even adding the file to JFD's mod, and then editing the modinfo file of JFD's mod to give the proper file activation methods is not likely going to work because any edit to the modinfo file requires you to re-enable that mod in the MODS menu, and then there is a very high chance you will have the same corruption effect.
Erm, try this attached mod. You'll have to unzip the folder and then move the Add Plot Iterators To VFS (v 1).civ5mod file to your game's MODS folder, then let it unpack the mod before you can enable it. Not sure that it will work but it would be your best shot until JFD can update -- but the update would kill any game in progress you have anyway.
That's super kind of you, but I went through a long game without it just to feel what changes would be needed. I had no expectation it would work perfectly, and I was fine with that.
I'm happy to wait, I just wanted to address the issues, which were that section not working, the UU being worse than the base Calvary, and you could argue the building also needs a CBP specific buff because CBP tones down border growth. It should probably scale over time.
Because I did it intending to determine what needed ot be done, I had no real attachment to the game. Thank you so much for your effort though.
Edit: In the Mod Capatibility file, likely all the civs will need power scaling. Keeping all the same mechanics, but just increasing them to match powers in CBP.