Future World Compatibility

is this fully compatible with complete VOX and EE?

No, since the mod blocks VP and it does make sense, since the tech tree in CBO already somehow incorporates some changes similar to RER
 
Thanks for this compatibility mod: is it still working with the updates to Future Worlds and CBO?
 
I want to ask this question, but a couple weeks later. Anybody?

Without having actually tried, then or now, I would guess it technically works, nothing supersignificant has been changed about the tech tree or anything like that in a long time that I can think of. Now, there would be all sorts of balance issues, I don't know to what extent those were fixed even back then, but there certainly would be new ones.
 
No, since the mod blocks VP and it does make sense, since the tech tree in CBO already somehow incorporates some changes similar to RER

So I understand this mod isn't currently compatible with Vox Populi, based on the earlier post that I quoted here. Will this compatibility mod ever work with Vox Populi? I installed it unaware that it doesn't work with Vox but it works nearly perfectly just a couple disjoints in the tech tree and you can research 2 future world techs from the start. Thanks for the compatibility mod though! :)
 
No, this compatability mod does not work with Future Worlds V6 and the current version of Vox Populi (the community patch doesn't seem to be labeled by version). I tested this on a clean instance with no other mods, full bug report goes as follows.
Spoiler :


1. "Transgenics" and "Autonomous Systems" have no prerequesite techs, and can be resarched from the beginning of the game. Opening each in Civilopedia confirms this.
Civ5Screen0012.png


2. There is a missing Tech beneath "Particle Physics", which other techs appear to require as a prerequisite. This may be the "Nuclear Fusion" tech, which doesn't appear anywhere on the tree.
Civ5Screen0013.png


3. Clicking on the "Distributed Computing" tech, or any derivative thereof, results in CTD. This is likely due to fact that Distributed Computing requires the "Nanotechnology" tech, which comes later in the tree and actually requires Distributed Computing itself, creating a loop that causes the game to crash.
Civ5Screen0015.png



After a little screwing around with the XMLs, I managed to scrape together something that's ugly, but functional. I'm uploading these changes so people can use this mod and because they're relatively small (just two text files), but if this against some sort of rule please tell me and I'll remove them.
Spoiler :

https://forums.civfanatics.com/atta...6/?temp_hash=cd94e568b5c720ee1440e8c0d37cd71d
Download this, extract the files to C:\Users\<your user>\Documents\My Games\Sid Meier's Civilization 5\MODS\CBP-FW compatibility (v 1)\Compatibility, allow to overwrite. The compatibility patch will work next time you open the game.
 

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Nanomaterials can be only be get from nanomaterial plant? Cause I cant see them on map from start of game(I look throw IGE)
And what means: "write a bug on this"+15% prod ?(geothermal plant)
 
Nanomaterials can be only be get from nanomaterial plant? Cause I cant see them on map from start of game(I look throw IGE)
And what means: "write a bug on this"+15% prod ?(geothermal plant)
Nanomaterials are not found in the world, you have to produce them yourself. There are several buildings that do it.
 
No, this compatability mod does not work with Future Worlds V6 and the current version of Vox Populi (the community patch doesn't seem to be labeled by version). I tested this on a clean instance with no other mods, full bug report goes as follows.
Spoiler :


1. "Transgenics" and "Autonomous Systems" have no prerequesite techs, and can be resarched from the beginning of the game. Opening each in Civilopedia confirms this.
View attachment 462280

2. There is a missing Tech beneath "Particle Physics", which other techs appear to require as a prerequisite. This may be the "Nuclear Fusion" tech, which doesn't appear anywhere on the tree.
View attachment 462281

3. Clicking on the "Distributed Computing" tech, or any derivative thereof, results in CTD. This is likely due to fact that Distributed Computing requires the "Nanotechnology" tech, which comes later in the tree and actually requires Distributed Computing itself, creating a loop that causes the game to crash.
View attachment 462282


After a little screwing around with the XMLs, I managed to scrape together something that's ugly, but functional. I'm uploading these changes so people can use this mod and because they're relatively small (just two text files), but if this against some sort of rule please tell me and I'll remove them.
Spoiler :

https://forums.civfanatics.com/atta...6/?temp_hash=cd94e568b5c720ee1440e8c0d37cd71d
Download this, extract the files to C:\Users\<your user>\Documents\My Games\Sid Meier's Civilization 5\MODS\CBP-FW compatibility (v 1)\Compatibility, allow to overwrite. The compatibility patch will work next time you open the game.

i love you! haha! thanks. stumbled upon this future world mod and was looking for VP compatibility. eager to try it now.
 
Does anybody have the v1 (or even the already patched version) of this mod to get Futrure Worlds and VP running together?

Sadfully the Dropbox link of the first post is down.
 
Hello Seeks

As I was eagerly looking for this compatibility, maybe I just found a possible workaround on Steam forums.
Basically you can make it working with Vox Populi and EnlightmentEra(VP):

Just add references for "EnlightenmentEra(Vox Populi)" in "FutureWorlds" modinfo file and that linked all techs correctly:

1.Find file "Future Worlds (v 6).modinfo" (default location: "\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 6)"
2.Edit in notepad or wordpad.
3.Add in refernces line (with 4 spacebars at begining):
<Mod id="87b2deae-83cb-9b88-9017-79e741d3739c" minversion="0" maxversion="999" title="Enlightenment Era (Vox Populi)" />
4.This is how it looks finally:
...
<References>
<Mod id="ce8aa614-7ef7-4a45-a179-5329869e8d6d" minversion="0" maxversion="999" title="Enlightenment Era" />
<Mod id="87b2deae-83cb-9b88-9017-79e741d3739c" minversion="0" maxversion="999" title="Enlightenment Era (Vox Populi)" />
</References>

I followed these instructions and I can confirm that the game runs fine with VP, EE(VP) and Future Worlds installed. Obviously FW is not optimized for VP, but at least it runs fine.

Hope this helps.
 
Work in progress! Game is still unbalanced. Maybe somebody will help me to balance it a little bit? Like units costs, promotion fixes etc.

I'm not a mod author of these files, just changed them a little bit and made a single pack of needed files to make this mod playable with VOX.

Original file authors:
TimurB - Future Perfection v3 (link below)
Nexmury - Future Worlds Compatibility fix (link below)
bouncymischa - Future Worlds

What this do:
Makes VOX 5.10.7 compatibile with Future Worlds. XML and SQL variables from original
compatibility fix by Nexmury have been changed to match these from VOX 5.10.7 version (Techcosts, units promotions etc).
Everything what is needed except Future Worlds is included in this .zip file.
I've tested it for a little while, everything seems to be working, but game is unbalanced. I'm still working on it, see changes.txt

Installation:
1. Install original Future Worlds from steam workshop or from civfanatics forum.
2. Extract Future Perfection (v 3).zip to your civilization 5 mod folder like my games/Sid Meier's Civilization 5/MODS
3. Extract Future Worlds (v 6).zip to your civilization 5 mod folder like my games/Sid Meier's Civilization 5/MODS and overwrite all files
4. Extract FW compatibility fix.zip to temporary folder and open it, and proceed to step 5
5. Now repeat steps described by Nexmury in FW compatiblity fix/READ_ME.txt
6. Play Civ 5, enable Future Worlds and Future Perfection and you are done!

Links:
Vox Populi - https://forums.civfanatics.com/threads/community-patch-how-to-install.528034/
Future Worlds - https://steamcommunity.com/sharedfiles/filedetails/?id=596919865
Future Perfection v3 - https://forums.civfanatics.com/threads/future-perfection.626134/

Changelog:

Future Worlds Compatibility fix by Nexmury - tweaks for VOX 5.10.7 by donqrakko

11/02/2020

FW Compatibility by Nexmury files:
* tech/techcostchanges.sql - changed variables to match VOX 5.10.7
* units/promotionchanges.xml - changed variables to match VOX 5.10.7
* units/promotionchanges.sql - added "iklwa" promotion to units
* units/promotionchanges.sql - added "anti submarine" promotion to units
* units/promotionchanges.sql - added "invisible submarine" promotion to units
* units/unitchanges.sql - added purchase cooldown from VOX 5.10.7
* units/unitcombat.sql - changed RangedCombat to 13 to match VOX 5.10.7

11/07/2020

* future perfection/future perfection v3.modinfo - added dependency for (2) Community Balance Overhaul
* future perfection/xml/unitsfpupdate.xml - added supercarrier intercept range=6, changed combat to 100, rangedcombat to 55, range to 2, moved to prerequisite tech particle physics
* future perfection/xml/unitsfpupdate.xml - added promotions; armor plating I: railgunarmor, giant death robot
* future perfection/xml/unitsfpupdate.xml - changed how Arsenal Ship works. Now its melee unit like Missile Cruiser (it was changed in VOX). Added Bonus vs Cities like in VOX
* future perfection/xml/unitsfpupdate.xml - added air defence value from VOX to some units
* future perfection/xml/unitsfpupdate.xml - due to possibility to upgrade from bazookas to UAVs, they interherit penalties and bonuses from them.
* future worlds/xml/units.xml - adjusted future era unit costs slightly

Known issues
* due to missile cruiser changes, there is a "upgrade" conflict with destroyer ships. It's impossible to upgrade arsenal ship to missile destroyer.
 

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Last edited:
Work in progress! Game is still unbalanced. Maybe somebody will help me to balance it a little bit? Like units costs, promotion fixes etc.

I'm not a mod author of these files, just changed them a little bit and made a single pack of needed files to make this mod playable with VOX.

Original file authors:
TimurB - Future Perfection v3 (link below)
Nexmury - Future Worlds Compatibility fix (link below)
bouncymischa - Future Worlds

What this do:
Makes VOX 5.10.7 compatibile with Future Worlds. XML and SQL variables from original
compatibility fix by Nexmury have been changed to match these from VOX 5.10.7 version (Techcosts, units promotions etc).
Everything what is needed except Future Worlds is included in this .zip file.
I've tested it for a little while, everything seems to be working, but game is unbalanced. I'm still working on it, see changes.txt

Installation:
1. Install original Future Worlds from steam workshop or from civfanatics forum.
2. Extract Future Perfection (v 3).zip to your civilization 5 mod folder like my games/Sid Meier's Civilization 5/MODS
3. Extract Future Worlds (v 6).zip to your civilization 5 mod folder like my games/Sid Meier's Civilization 5/MODS and overwrite all files
4. Extract FW compatibility fix.zip to temporary folder and open it, and proceed to step 5
5. Now repeat steps described by Nexmury in FW compatiblity fix/READ_ME.txt
6. Play Civ 5, enable Future Worlds and Future Perfection and you are done!

Links:
Vox Populi - https://forums.civfanatics.com/threads/community-patch-how-to-install.528034/
Future Worlds - https://steamcommunity.com/sharedfiles/filedetails/?id=596919865
Future Perfection v3 - https://forums.civfanatics.com/threads/future-perfection.626134/

Changelog:

Future Worlds Compatibility fix by Nexmury - tweaks for VOX 5.10.7 by donqrakko

11/02/2020

FW Compatibility by Nexmury files:
* tech/techcostchanges.sql - changed variables to match VOX 5.10.7
* units/promotionchanges.xml - changed variables to match VOX 5.10.7
* units/promotionchanges.sql - added "iklwa" promotion to units
* units/promotionchanges.sql - added "anti submarine" promotion to units
* units/promotionchanges.sql - added "invisible submarine" promotion to units
* units/unitchanges.sql - added purchase cooldown from VOX 5.10.7
* units/unitcombat.sql - changed RangedCombat to 13 to match VOX 5.10.7

11/07/2020

* future perfection/future perfection v3.modinfo - added dependency for (2) Community Balance Overhaul
* future perfection/xml/unitsfpupdate.xml - added supercarrier intercept range=6, changed combat to 100, rangedcombat to 55, range to 2, moved to prerequisite tech particle physics
* future perfection/xml/unitsfpupdate.xml - added promotions; armor plating I: railgunarmor, giant death robot
* future perfection/xml/unitsfpupdate.xml - changed how Arsenal Ship works. Now its melee unit like Missile Cruiser (it was changed in VOX). Added Bonus vs Cities like in VOX
* future perfection/xml/unitsfpupdate.xml - added air defence value from VOX to some units
* future perfection/xml/unitsfpupdate.xml - due to possibility to upgrade from bazookas to UAVs, they interherit penalties and bonuses from them.
* future worlds/xml/units.xml - adjusted future era unit costs slightly

Known issues
* due to missile cruiser changes, there is a "upgrade" conflict with destroyer ships. It's impossible to upgrade arsenal ship to missile destroyer.



But that Enlightment Era will disapear from tech tree, am I right?
 
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