CiVUP - CiV Unofficial Patch

Firaxis removed the city bonuses/penalties thing.

Hi, very god mod, i had much fun playing it in the weekend.

i notice some "bugs".

1 - When you hover a title, it does not display the info on it, so i don't know how much iron there is on that moutain for example

2 - The last patch changed the minimum space between cities to 3 (what i think is a good modification), in the mod it continues to be 2.

Well, aside these things i like the modifications, the tech changes are good, the units one too. But i found it easier to win too... i played a game on maraton, large map, king level e win easily with babylon a cultural victory, without ever conquering a city... but the fact is that i could had any victory i choose with the advantage i had
(money/cultural/tecnology)... ...in normal games on large maps normally 1 or 2 civilizations get to be much stronger than me.
 
Hi, very god mod, i had much fun playing it in the weekend.

i notice some "bugs".

1 - When you hover a title, it does not display the info on it, so i don't know how much iron there is on that moutain for example

2 - The last patch changed the minimum space between cities to 3 (what i think is a good modification), in the mod it continues to be 2.

1. Hover longer, or change the setting in the Game Options.

2. The mod purposely kept the minimum spacing at 2 instead of 3, to offer more choice.
 
2 - The last patch changed the minimum space between cities to 3 (what i think is a good modification), in the mod it continues to be 2.

Under Thal's Balanced Combined / City Development / General.xml / you can edit this file and change the setting for min city range to three instead of two. :) I also prefer the range of three over two.
 
1. Hover longer, or change the setting in the Game Options.

2. The mod purposely kept the minimum spacing at 2 instead of 3, to offer more choice.

1 - Well, listed it becouse in the normal game i don't have to wait, just pass the mouse over and it apears above the mini-map. i don't have to wait in the title to a pop-up to appear.

2 - That one is the cause i put " when i said bug... i didin't know if it were a design choice or a thing that was not updated. thanks for clarifing, i will change the XML as
Zeppelin4 said :)
 
Hi!

Thank your for this great mod!

ISt it possible to integrate this mod: http://forums.civfanatics.com/showthread.php?p=10394435#post10394435 ?

...or something similar. You could make it optional (?)

Reason: I hate the AI rushing cities with no real defense, i want AI´s with max 4-8 cities..

Or ist it possible for a modding noob like me, change the max. city number/AI behaviour in the xml´s?

Thank you again for your work.

Greetings from Germany
 
Amazing Addon, Thank you for fixing the game and making my experience so much better.

I have 1 suggestion, I would like to have more options in diplomacy... There is (Declare War On) and a (Make Peace With) option already that lets you influence relations with a 3rd party other than the one you started diplomacy with, this needs to be expanded to add a (Make Friends With) and a (Make Defensive Pact With) and (Denounce) that are not an on/off war option, but an adjustment on how an empire likes another empire.

Reason... I was playing a game as Russia and had a massive empire, but was more than doubled by the leading CPU playing France, so I was improving relations with everyone else and have 6 defensive pacts going at once. France was attacking Japan and I got them to declare peace, france Razed the last city they took from japan, so I ran up there and built a new one right on the front lines and did not guard it. I kept denouncing france and trying to get them to attack me so all the defensive pacts would kick in and everyone would go to war with france at one time. One of my allies attacked another one, the defensive pact made me go to war with the attacker and since I went to war with one of my other allies and all the other defensive pacts were broken and france resumed their steamroll. I would trade away stuff to get one empire to start a defensive pact with another if I could get a 3 way pact going
 
I agree and would like to see those things, however most of the AI is done in the c++ part of the game, which we don't have access to yet as modders.
 
Another suggestion occured to me last night, this probaby isnt doable either, but you dont know till you ask...

So, I, like most others from what I gather, strongly dislike the graphic for the village. Would it be possible to use the 1 pop city graphic in place of that village thing?

Thanks for responding to my last question by the way.
 
The two "trading posts redesigned" graphics mods linked here singificantly improve the look of villages:

civmodding.wordpress.com/recommended-mods

It basically gives villages a similar visual style as lumbermills. More extensive changes I think are beyond the scope of our current modding tools.
 
Yeah, i saw those, but manual install, meh...

I haven't setup a zip program yet and the alpha texture thing is a .7z file that windows 7 doesnt know what to do with. And also the path the person shows is for DX9, but I play in DX11, so i dunno if that would even work. Looked one more time for a trading post graphic fix in the in-game mod browser, but didnt see one.

Thanks for taking the time to link me to that though.
 
Also, I tried to add L.C.R.P.F.O.M.R.T.R.B. to my mod list, and made the game crash, guessing it isn't compatible, but sounded like a great idea. Adding the cost of a road to the tiles production, so the most efficient road becomes the one that passes through the most tiles that are likely to be worked by the cities, instead of simply the shortest road.
 
Great work with this mod! I disabled the balance-pack of the mod, and I noticed some small bugs:

- Playing as Rome, building is 25% faster when the capital has the building, and although this is indeed working, it does not show the production bonus in the city. Other bonuses, like the 15% from a Workshop are displayed correctly.
- Seaport doesn't show the bonus at the tech tree or in the city view, where it should say that you get 1/2 (?) hammers per resource.
- When hovering over a disabled National Wonder, it doesn't say which city needs the prereq building. I believe the balance-pack you only need 80% of the cities with the prereq, but I'm playing only with the patch-side.

Is this fixible?
 
Is there a list somewhere of all the mods that have been made compatible through the unofficial patch? There were a few mods like Emigration, Random Events, InfoAddict, ect that I wondered if they still conflicted with Thal's Balance or not in the latest 7.1 beta release.
 
Is there a list somewhere of all the mods that have been made compatible through the unofficial patch? There were a few mods like Emigration, Random Events, InfoAddict, ect that I wondered if they still conflicted with Thal's Balance or not in the latest 7.1 beta release.

Info Addict does not conflict. I think EMigration no longer works (or has been indirectly absorbed) because I quit using it long ago. I have no idea about Random Events.
 
Info Addict does not conflict. I think EMigration no longer works (or has been indirectly absorbed) because I quit using it long ago. I have no idea about Random Events.

What about Liberation Boost and Cultural Diffusion? Do you use either of those mods?
 
I am having trouble checking whether I am getting the +50% railroad bonus in my cities. Is there an easy way to check if this is being applied? If not, this might be something the Unofficial Patch might look into.
 
I am having trouble checking whether I am getting the +50% railroad bonus in my cities. Is there an easy way to check if this is being applied? If not, this might be something the Unofficial Patch might look into.

Look at the production tooltip on the city screen before and after the RR bonus is supposed to kick in.
 
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