Future Mod

How does the multiple planet solar system work?
 
1. I cannot make citizens Engineers or Spies nor can I see the discriptions for Engineers or Spies (Specialists).

2. When I found a city in space it gives the option to make naval units.

3. The names for cities do not always correspond to civilizations. Especially for when you play as Roosevelt and Hitler.

4. The UI does not recognize when I obtain superconductor thus blocking me from Gundam and a few other units.

Someone please update this mod to fix this.
 
As hes not improved on it in a while, I am going to adopt this mod and work on improving it to its fullest capacity, well, any helpers, please give em a hand, this is a huge project and It will take a while for me to improve on it.
 
As hes not improved on it in a while, I am going to adopt this mod and work on improving it to its fullest capacity, well, any helpers, please give em a hand, this is a huge project and It will take a while for me to improve on it.

Thank you. You should probably start with the bugs mentioned throughout this thread. The most pertinent one IMO is the problem with superconductors. They don't reveal until the tech itself and even then workbots trying to build g-ways will encounter the lines

"Requires superconductor"
"Requires superconductor or Duralloy"

This error is tech linked because soon it went away. As for smaller bugs there is the specialist bug(though high pop cities start assigning spies/engineers on their own). The only other problem is that Raiders have no battle effects. If you are adding more content and not just fixing bugs, then start a new thread stating you are making a successor mod. In any case, THANKS :D

Ave Verus Caesar!
 
Thank you. You should probably start with the bugs mentioned throughout this thread. The most pertinent one IMO is the problem with superconductors. They don't reveal until the tech itself and even then workbots trying to build g-ways will encounter the lines

"Requires superconductor"
"Requires superconductor or Duralloy"

This error is tech linked because soon it went away. As for smaller bugs there is the specialist bug(though high pop cities start assigning spies/engineers on their own). The only other problem is that Raiders have no battle effects. If you are adding more content and not just fixing bugs, then start a new thread stating you are making a successor mod. In any case, THANKS :D

Ave Verus Caesar!

Im gonna try and fix the bugs as well as add new units, but as for the naval untis in space, thats easy, just put a land circle colored as space around your city, problem solved, or at least somewhat, and make all Space units AIR UNITS, so they can travle across both land and water, as real space ships should be able to.
 
In my signature, there will be a link for the space race mods for Conquests, try it out, its not complete yet as no one tried it out for testing, but I can finish it if I have some testers.
It combines space and land tiles to be kind of like this. I statrted it however before I new this existed.
 
Okay. You said FUTURE Mod. This is a total overhaul! It's like a whole new game! My only issue is that the AI has trouble in the early years, screwing themselves over later on. You can also easily trick the AIs into starting the dark age really early by gifting it to them if you are significantly ahead of them.
 
The superconductor requires the tech itself and the navy leaves eventually. The big bug is space fighters/bombers not rebasing on spacecarriers
 
I'm getting a CTD loading the WW1948 map, anyone else having this problem?
 
Most of the civilizations seem to locked. They are in the game and there are civilopedia entries on them but I am unable to select them to play as.

Does anybody know how to unlock these locked civilizations? I think it would be neat to play as
Big Brother.
 
IIRC that is era dependent.
To unlock them, go to the custom game menu, choose once another era for start. Start the game, quit it, then go again to the custom game menu, and now you should have another set of civs to choose from.
 
Thank you. That worked perfectly.

Also, sorry if this is stupid question, but I have noticed that the nanoswarms take around 2 million or so turns to build anything. Is there anyway to fix that? I have looked inside of the CivIVunitinfo XML file in the mod and did not find anything that would slow down the nanoswarms that much.
 
Tholish rather forgot to speed them up and didn't turn them down.
To make a unit able to build something, it needs a value for iWorkRate higher than 0 (normal worker = 100). He probably forgot to change it.
(you can change that yourself without affecting savegames)
 
does anyone know how to build windmills in this mod? I cant figure it out I know you need to have a worker unit, be in the civ boarders and have the engineering. I have tried looking everywhere in my civs boarders with workers, mainly the hills and the workers just wont give me the option to build one so what is required to build a windmill?
 
how do you win a diplomatic victory in the mod if the united nations is no longer a way to get a diplomatic victory? what is the new way to win a diplomatic victory?
 
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