Discussion in 'Civ5 - Creation & Customization' started by mikeburnfire, Feb 14, 2015.
See the "Manual Installations" section of JFD's guide to mod installation.
Thx for your help. Got it working.
Sorry to side-track, but please let me know if you found anything confusing, or otherwise would like to see something improved, in those installation instructions.
Thanks for the redirection, Klisz!
Every time I select a unit the view change from normal to strategic,sometimes just for a moment....I installed 3&4 unit and enanched interface.
Does anyone else get this kind of "error"?
edit: ok solved,I just have to start the game from the "mod window",sorry first time I use mods in Civ V.
It works great and really enjoying it!!
I have uploaded Version 8 of the 4UC mod. This fixes an issue with the Moroccan Zellige Mosque where it would not properly give the Culture % boost. It also alters the Indonesian Kapal Jung: it now moves 4 spaces like a normal Trireme, but suffers a movement penalty in deep ocean.
Version 7 of the 3UC mod is still up-to-date.
So when's 5UC?
Whenever you make it.
Somebody recently asked if I could improve Greece and Portugal's components. I admit that the Peltast is a bit underwhelming (since it's basically the Atlatlist), and was considering replacing it with an Odeon (Amphitheater) UB.
As for Portugal, although the new rifleman doesn't synergize very well, I'm not really sure what I could replace it with. A ship, preferably, but the most notable Portuguese ships, the Caravel and Nau/Carrack, are already in the game.
March 20 Edit:
I have replaced the Portuguese Caçador (Rifleman) with a Galleon (Frigate) and replaced the Greek Peltast (Archer) with an Odeon (Amphitheater). The Galleon gets a combat bonus in shallow waters, and synergizes well with the Nau. The Odeon yields 2 Science and has no maintenance cost, giving Greece an early technological boost. If you want to use this mod with the Enlightenment Era mod, you should switch out the Portuguese Galleon (since the Galleon is a standard unit with that mod).
The Caçador, Peltast, and Ottoman Siege Foundry have been moved to the Extra Components mod.
Are older versions of unique components available anywhere? I remember Mongolia's buildings being nicer a while ago. More production focused and stuff.
You can find them in the Extra Components mod that is linked on the first page.
Actually, the Extra Components mod just has Mongolia's Lancer replacement. I don't have an earlier version of the current Mongolian Yam, but feel free to open it up in the SDK and change it as you like.
Is there a way to make it completely compatible?
Yep. They are completely compatible, but have a few overlapping components. I recommend deleting three folders:
4UC/England [Textile Mill]
This removes any conflict, but also leaves France, Portugal, and England with only 3 components. To give them each a fourth, install the [Extra Components](https://steamcommunity.com/sharedfiles/filedetails/?id=555133362) mod and delete every folder EXCEPT France, England, and Portugal.
Im a bit stuned by Shaka and Japan... I just downloaded it, so I cant say more, I'm under the impression that it will make them impossible to deal with in the hand of human user or an AI with the appropriate the appropriate land and all the Deity bonuses.
For sure the 1st one I want to try is Oda.
Not rue.... I tried Enrico yesterday... the extra 2 culture buffer is a bit hardcore for Immortal, but should be fine for Diety.
It's true that both the Zulus and Japan have better militaries with this mod. Specifically for the Zulus, removing the resource requirements for their new unique Circus allows Human players to better spam cities as the AI does.
First of all I wanted to say thanks for the amazing mod you made, it as brought a fresh new feeling to my recent CIV V games!!
Your work is awesome, it has also made me return to civilizations I had no interest to play anymore.
But unfortunately not to Denmark. I always thought they were'nt as good as they should be. And listening to a really well documented online history radio I had an idea to help both strenghen the Civ V Danish and make then even more accurate.
The Civ 5 Danish, aside from ski infantry are quite based on the medieval Danish kingdoms so I wanted to stay in the theme.
In the middle ages vikings are known to be represented as fierce sea barbarians and notorious explorers. But recent study and archeological research makes us think that modern interpretations of the viking myth based as told by their contemporary adversaries is often exagerated.
Yes norse warfare and their battlefield prowess in these times were incredible but they were only possible thanks to an incredibly well rounded merchant society. For instance few people know that vikings used advanced steel swords (Damascus steel !!!), and that it is thanks to long distance trade missions along the Volga for example that they got them.
Many viking raids may very well have been originating from a loot hungry merchant's military escort wanting a nice raise !! (such as the one during Charlemagne's reign).
So I was thinking of a new Danish unique component that could replace the longboat changing it to a nice:
_ Unique Danish Cargo Ship ! that could for example give:
: more science from technological difference and/or for numbers of tech not researched by the owner that the receiver already has.
: extended route range, (or if values of this trade route in the XML could be tweaked to make rivers a valid terrain and costing less moves using them, it would be incredible)
this route should be pillaged two times in order to be removed (this may be done by reducing the unit's health instead of instakilling it)
This would allow them to further intensify their commerce early in the game, and in order to protect it, to create the necessary naval support that could eventually become a strong naval force !
The extended range could very well help them to create long distance colonies for example by beeing able to send production and food routes more easily!
I hope you think that my idea is interesting enough, I would gladly help you in wicheverway possible to make this a part of your mod!
So I checked the first page and I can't find anything on mod compatibility. What do you need to do put 3rd and 4th Comp in a mod? Thanks in advance .
@Atroliernes - The Viking Longboat was heavily requested, so I probably won't replace it. However, if you want to create such a component, I can add a link to the front post, or add it to the Extra Components mod.
@Ajsieg - Are you asking about making a multiplayer "DLC" mod? I have no idea how that would work. If you're talking about general compatibility with other mods, it's at the top of the first post.
I believe Ajsieg was asking how he would go about adding in extra components for his own civs, and having them only show up if 3UC/4UC are enabled.
I came across this thread once. I bookmarked it cause I knew it'd be useful!
http://forums.civfanatics.com/showthread.php?t=520289 (the 4th post is what you're looking for (if you're using Lua))
(From what I read in post #1, the way other modders have done it is by releasing 3 mods: 1 basic mod, 1 3UC mod and 1 4UC mod)
That's exactly what I'm asking .
I'm confused as to what should I do there. I know when Perm was released the author put the 3rd and 4th comp in the mod so I'll probably take a look there.
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