Different glitches (e.g. missing trapping tech) with a bunch of mods

whyspr

Chieftain
Joined
Oct 4, 2011
Messages
2
Hello, new to this page. But love CIV5. Its kind of difficult to find answers i seek here. So, i thought id just ask. I downloaded the following mods, and have installed them and toyed with them to figure which i like most.

Meical Corps v5, history in the making 2, food resources, city state diplomacy, burj kalifa, blue mosque, The Vikings, the seven ancient wonders v6, the confederate states of america, spanish empire, resources more special, puppet city visibility v2, more information - top panel, hukkakss extra civs pack, holy roman empire, simple clock, enhanced food and happiness v1, end declaration of frienship, empires enhance VEM modmod v1, dale kents maps of the world v2, confederate states of america, city state diplomacy movd v26. cathage mod v1, building resources-template v6, building made fun v11, and ancient mediterranean civilizations

Unfortunately, i've run into one serious drawback. Anytime i start a single player mod game, go to advanced to select my game, and go to play i search the tech tree and see the "trapping" tech is missing. This means no furs, no trading posts, no ivory. That means those tiles are simply blank. They cannot be improved upon at all. Its almost like having a mountain you can cross over.

Another problem i encounter is with the diplomacy screen when AI players are supposed to ask you not to settle near them, or ask why my units are so close to their borders, instead i get a visual graphic, with no text, so no options to select. I have to "escape" out of the screen to return to the game, not knowing what the ui was trying to ask or say.

Most of the mods seem to work as advertised, except those problems listed above.

I'm about to test out some highly rated mods i just found here, and tweak a bit more. When i went to move the new interests, i noticed that the/my games/sid meirs/mods folder only contains file folders. All the new mods like Medical corps, history in making, food resources, and the 2 wonders are file type CIV5MOD. Does this tell me i have them in the wrong folder, and how would i know the correct folder?

Apologies for this long post, but im new to the whole modding thing and seek some professional help, opinions.
 
Not an easy question, Whyspr, but yeah, good You're going ahead and ask. Since your question is about modding, the best place to ask is the modding section. That's here: http://forums.civfanatics.com/forumdisplay.php?f=393. The lower section is where you need to be. I reported your post, hopefully a moderator will move it.
I would certainly answer your question now if I could, but I can't.
There can be a bug in an individual mod, there can be a compatibility problem between two different mods as well. Say if two different mods are making adjustments to the same lines in the same resource files, then there would certainly be a problem.
It's maybe best not to start with so many mods in one go, as that will make troubleshooting difficult. But maybe someone in the modding section has a clearer idea...
Was it be before the latest patch?

I distinctly remember before August that selling lux to a friendly civ would net you up to 300g (now its 240), for instance.
That got changed in June, with the happiness nerf, a lux became 20% cheaper because its happiness effect went from 5 to 4 - also 20%.
But I don't remember much about that case with the borders, so doubts about my statement are justified.
 
Thanks for the reply, ill give it a day or two, to see if a moderator will move it, before i repost then. Ill also check out the mods link you gave me.
 
Hello, new to this page. But love CIV5. Its kind of difficult to find answers i seek here. So, i thought id just ask. I downloaded the following mods, and have installed them and toyed with them to figure which i like most.

Meical Corps v5, history in the making 2, food resources, city state diplomacy, burj kalifa, blue mosque, The Vikings, the seven ancient wonders v6, the confederate states of america, spanish empire, resources more special, puppet city visibility v2, more information - top panel, hukkakss extra civs pack, holy roman empire, simple clock, enhanced food and happiness v1, end declaration of frienship, empires enhance VEM modmod v1, dale kents maps of the world v2, confederate states of america, city state diplomacy movd v26. cathage mod v1, building resources-template v6, building made fun v11, and ancient mediterranean civilizations

Unfortunately, i've run into one serious drawback. Anytime i start a single player mod game, go to advanced to select my game, and go to play i search the tech tree and see the "trapping" tech is missing. This means no furs, no trading posts, no ivory. That means those tiles are simply blank. They cannot be improved upon at all. Its almost like having a mountain you can cross over.

Another problem i encounter is with the diplomacy screen when AI players are supposed to ask you not to settle near them, or ask why my units are so close to their borders, instead i get a visual graphic, with no text, so no options to select. I have to "escape" out of the screen to return to the game, not knowing what the ui was trying to ask or say.

Most of the mods seem to work as advertised, except those problems listed above.

I'm about to test out some highly rated mods i just found here, and tweak a bit more. When i went to move the new interests, i noticed that the/my games/sid meirs/mods folder only contains file folders. All the new mods like Medical corps, history in making, food resources, and the 2 wonders are file type CIV5MOD. Does this tell me i have them in the wrong folder, and how would i know the correct folder?

Apologies for this long post, but im new to the whole modding thing and seek some professional help, opinions.

Probably around 90% of those mods have not been updated in months and will cause bugs in the game what with all of the recent patches. Your best bet is to find mods with active threads here on Civfanatics, or mods that have been recently released to the ModBrowser.
 
I found your problem :D

Building Made Fun (v11) removes the Trapping technology. I've taken over from Moriboe and am in the progress of improving the whole mod. So, if you disable BMF trapping will be back!

Also, 'Puppet visabilty' and 'End Declaration of Friendship' have both been since added in through patches, they should be disabled as well.
 
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