thunderbird_14
Prince
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
is this fully compatible with complete VOX and EE?
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?
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
Nanomaterials are not found in the world, you have to produce them yourself. There are several buildings that do it.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)
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.
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.