I know its a bit much but can you make a version for Vox Populi players since imo I think that most of the remaining players that havent move to civ 6 plays civ 5 for vox populi. I have to admit I like your mod, but I cant play civ games without VP anymore, thats why I havent play civ 6
I am quite new to these stuff. What does hurrycostmodifier exactly do? Do they determine the gold needed to invest in unit or it reduce the production requirement for that unit?
I am currently trying to balance some buildings pack with VP. Since all buildings in building packs come with their own hurrycostmodifier value. Do I need to manually change all of them to balanced with VP or VP will automatically update it to fit their value.
Its great to see some modders still actively developing mods for civ 5 considering alot of modders have already jumpship to civ 6...... or maybe its just I am too clueless to realize the activity of this great community:lol:
Hardcoded? You mean like there is no way to fix the civilopedia bug other than to overhaul the entire mod? I think the 43 CIV CP included in VP is at fault here according to my lua log
Anyway, the option to build airbase does not appear when on plain. The button only popups on the build menu of...
Wow! :D I am excited for this mod. I think these units should be harder to obtain or else they would make the "normal" spy obsolete. I think you should build your mod with JFD's Cities In Development mod. That mod has lots of new "yields" that might come in handy, especially the health mechanic...
How did you do it? I tried with base VP and airbase, still the same problem with civilopedia, and the forest/jungle tiles now cleared instantly when pressing the build airbase button.
It is? You can change barbarians evolved to work with CBP/CP in the settings. So isnt it more like they are using the dll provided by CP? Since JFD mods also require CP dll to work, wont they work together with the problem just being gameplay balance?
Anyway I look through the logs and I see...
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