Additional Civilizations (by DJSHenninger)

Not sure what I am doing wrong. I have the latest version of Civ5. The only mod I have is the Enhanced UI Mod. But, I cant get these civs to show up at all. I installed Romania, and i cant select them to play. They do not show up anywhere.

I'm not sure either. I never have problems with the final (uploaded) versions of my mods showing up. There have been a number of people reporting these problems. I'm rather inexperienced with resolving these issues. At least, I assume that you've activated Romania and all that and that you are not referring to the Steam download problem.

It probably won't show up if you're missing BNW/GK, but I doubt that's the problem, since it's explicitly stated that you need BNW.. It's likely something with EUI since that's your only mod. This user also happens to have activated EUI, maybe it's an indication of some sort? Are you able to play with any other civilization mods, such as JFD's?
 
Thanks for testing! I've no idea what the problem is, then :/
 
Hi, do you have any plan to update your civs in the future? I am really willing to see Taiwan gets updated with unique decisions
 
Hi, do you have any plan to update your civs in the future? I am really willing to see Taiwan gets updated with unique decisions

I lost interest in modding in the past few months (which I tried to revive by starting another minor Wonder project), but I'm slowly regaining some interest. I'm going to finish what I'm currently working on - an updated version of Wallachia with different attributes, which will get a separate release - and then I'll update the easier civs, which just need some more support and minor adjustments, and no major art updates. This would include Taiwan :)
 
Noticed this looking through a lua log

Code:
[6290.927] Runtime Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\DJSHenniger's Byzantium Civilization Pack (BNW)\Justinian I's Byzantium/Lua/Justinian I Functions.lua:52: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
[6290.927] Runtime Error: Error loading C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\DJSHenniger's Byzantium Civilization Pack (BNW)\Justinian I's Byzantium/Lua/Justinian I Functions.lua.
 
Noticed this looking through a lua log

Code:
[6290.927] Runtime Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\DJSHenniger's Byzantium Civilization Pack (BNW)\Justinian I's Byzantium/Lua/Justinian I Functions.lua:52: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
[6290.927] Runtime Error: Error loading C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\DJSHenniger's Byzantium Civilization Pack (BNW)\Justinian I's Byzantium/Lua/Justinian I Functions.lua.

Strange, that's referring to the line that identifies all Buildings, as per the second part of the trait. It was working when I tested it. Is the Specialist provide Production trait working for you?
 
I do not know. I'm not actually playing Justinian right now, I just noticed that when looking through a recent lua log. Though is there anything telling how the specialist is providing production in-game? I don't know if I ever made it to having specialists in my past Justinian games.
 
There will be a text pop up near the city specifying which building got how much Production. The pop up doesn't always work that great, but most of the time it shows up. I'm not sure if I'm getting the error in the logs, I'll take a look when updating the pack :)
 
So, a preview for my upcoming civilization/update:

Wallachia

Leader: Mircea the Elder

UA: Banat of Severin - Gain Gold and City Combat Strength for every Declaration, Agreement, Pact and Treaty. 25% chance of gaining a City-State Quest, upon signing a Declaration, Agreement, Pact or Treaty.

UI: Obste. May not be constructed through conventional means, but has a chance of appearing on a Tile improved by a Farm every turn. Chance increases as the working City's Strength increases. Same Food Yields of a Farm, but with additional Production (+1).

UU: Mosneni Archer. The Mosneni Archer has a much greater Defensive Combat Strength than the Crossbowman (20). Mosneni Archers damage any enemy Unit it starts its turn next to (-10 HP), and heals for 50% of the total damage done. Mosneni Archers can effectively serve as front line Units, capable of withstanding a lot of damage.

Spoiler :
jnxTyAy.png


Spoiler :
QxTvfFS.png
6RBG0Ab.png
ki3JGQF.png
vrR8uXJ.png


Spoiler :
TxLsNHl.jpg


Figuring I'd just preview the crap I'm releasing from now on, to get some input from the community :)

This update to Wallachia will be Defensive/Diplomatic in nature, reflecting the efforts of Mircea in maintaining the independence of the rather young principality. The strategy is to either maintain peace through diplomacy with major civilizations, or form an alliance against an enemy, while gaining benefits from doing so in the form of extra defense, gold and opportunities to get more Influence with City-States. The extra defense helps the conversion of farms to Obsti and the Mosneni Archer is an excellent defensive unit.

The City-State Quests awarded are quite generic (Investor, Bully City-State, Connect Resource and Great Person). Most of the rates and values are quite random at the moment. The UI actually has three different, yet similar models; basically a rearrangement of the houses, just to add some flavour.

So feedback on anything is welcome. However, what I'm especially missing is a war and peace theme.. any suggestions? :p
 
Yeah probably, especially when you group them together, but again, the values still need to be balanced; the main idea's there.
 
I feel Mircea looks a tad too similar to Justinian.

For the unique ability, I'd raise the quest probability to 100%, as I'm pretty sure not all the quest the City States would give you would be doable to begin with.
 
So, a preview for my upcoming civilization/update:



Spoiler :
jnxTyAy.png


Spoiler :
QxTvfFS.png
6RBG0Ab.png
ki3JGQF.png
vrR8uXJ.png


Spoiler :
TxLsNHl.jpg


Figuring I'd just preview the crap I'm releasing from now on, to get some input from the community :)

This update to Wallachia will be Defensive/Diplomatic in nature, reflecting the efforts of Mircea in maintaining the independence of the rather young principality. The strategy is to either maintain peace through diplomacy with major civilizations, or form an alliance against an enemy, while gaining benefits from doing so in the form of extra defense, gold and opportunities to get more Influence with City-States. The extra defense helps the conversion of farms to Obsti and the Mosneni Archer is an excellent defensive unit.

The City-State Quests awarded are quite generic (Investor, Bully City-State, Connect Resource and Great Person). Most of the rates and values are quite random at the moment. The UI actually has three different, yet similar models; basically a rearrangement of the houses, just to add some flavour.

So feedback on anything is welcome. However, what I'm especially missing is a war and peace theme.. any suggestions? :p

It's great to still see you up and kicking. Everything is pretty solid other than the aforementioned Mosneni Archer being a bit OP but hopefully you will balance it out. The UI is also very interesting in my opinion. I was always intrested in the idea of stacking improvements atop of each other. Also a small nitpick but the Micreas Crown looks like its made of... bread.
 
I feel Mircea looks a tad too similar to Justinian.

For the unique ability, I'd raise the quest probability to 100%, as I'm pretty sure not all the quest the City States would give you would be doable to begin with.

Like twins!

Spoiler :
Y2NE1Wg.png


I should rephrase the trait, as it currently loops through all city-states, then individually assigns a quest, with a 25% chance of doing so. This means you can get a quest with 25% of known City-States, and not just one.

It's great to still see you up and kicking. Everything is pretty solid other than the aforementioned Mosneni Archer being a bit OP but hopefully you will balance it out. The UI is also very interesting in my opinion. I was always intrested in the idea of stacking improvements atop of each other. Also a small nitpick but the Micreas Crown looks like its made of... bread.

Ah yes, that's probably true. Though I wouldn't want to eat bread that looks like that :) I'll see what I can do about that.
 
Would something in More Civs' Khmer cause your Khmer to TXT_KEY out? Just added Suryavarman to my roster of civs and noticed that scrolling down the civ select screen. I don't see where else the issue could arise.
 
Would something in More Civs' Khmer cause your Khmer to TXT_KEY out? Just added Suryavarman to my roster of civs and noticed that scrolling down the civ select screen. I don't see where else the issue could arise.

Interesting, I don't think so, assuming you've the latest version with mango, coconut etc. I've added a personal tag to everything there, including the TXT_KEYs. Therefore it would be unlikely, no? I suppose only these tags could match:

<Description>Khmer Empire</Description>
<ShortDescription>The Khmer</ShortDescription>
<Adjective>Khmer</Adjective>

It might in fact be the Amer-Asian resources, I've used FramedArchitecture's TXT_KEY tags, but put a different text there; if you've activated that mod, there'll be two different text bits for one TXT_KEY. I forgot to change it to my own tag, I suppose. If you actually haven't activated the Amer-Asian resources mod, then I'm not sure what the problem is.
 
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