Compatible Mods List

Well, it is there in my files after all, so it must be something the CBP just removes normally. I'll just add the 50 science on growth then.

Again, haven't actually seen the building ingame, it might work as it should, mod synergy is weird that way. Wonder if Gazebo could answer this or if someone actually needs to play scots until university.
 
By the way, please go ahead and tell me when you get done updating this, some of your civs have really interesting mechanics and I would love to see them in my games, but at the moment it feels rather unfair to AI rolling weakened leaders or getting stuck next to overpowered leaders :D

Anyways keep up the good work.
 
Speaking of compatibility, I don't think that Cultural Diffusion works with CPP. Admittedly I tried this out by starting a new game with all the CPP mods and mod compatibilities besides Health and Plague with Cultural Diffusion and watched my lau log become about 34mb in size after a little less than a half hour. I tried it again without and CPP mods and the lua log was 14kb after around the same time.

I followed the directions for EUI on how to make the mods work together so I don't think that made things worse.
 
By the way, please go ahead and tell me when you get done updating this, some of your civs have really interesting mechanics and I would love to see them in my games, but at the moment it feels rather unfair to AI rolling weakened leaders or getting stuck next to overpowered leaders :D

Anyways keep up the good work.

I've updated Norway so that the Longboat is removed from Denmark should the CBP be on. I'll also go through and add CBP as a reference to my mods, meaning that it'll be loaded first, and stat changes to buildings and/or units will apply. I'll work through any other concerns that were brought up not resolved by that as I continue my update schedule. Let me know if you encounter any more issues.
 
I've updated Norway so that the Longboat is removed from Denmark should the CBP be on. I'll also go through and add CBP as a reference to my mods, meaning that it'll be loaded first, and stat changes to buildings and/or units will apply. I'll work through any other concerns that were brought up not resolved by that as I continue my update schedule. Let me know if you encounter any more issues.

Awesome!

Btw on in your custom civ thread, the picture for poland-lithuania claims that the winged hussar is both a cavalry and a lancer, which is rather confusing :D
I was going to check if anyone actually mentioned this before, but the thread was rather long and I gave up after 30 pages.
 
Seems like the Francish(Frank? Franken? Francian?) Unique general doesn't work properly. You cut down a forest and nothing happends. tried it multiple times, in neutral territory, in friendly, with iron, without iron, with a soldier standing on top of him, without. Nothing worked.


Also I was able to trigger the Found caroligean empire(or whatever it was called) without having fulfilled the requirements. I had captured 2 cities, neither of them a capital.
 
I know HNR is not compatible with CBP or More Luxuries, but, HNRLite is, its a WIP atm.

Looks pretty cool. Too bad it seems to require health and plague, and health and plague won't work with EUI. And since most people want EUI both your mod and H&P becomes unplayable. But still it looks really cool.
 
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