Future Worlds

I need help. (sorry for my bad english) I install future mod and I only run this mod. But, when I start a game, I have mutant unit at beginning. I don't have the new technologie in tech tree and new unit. I extract the folder directly in the MODS folder. Im on mac and buy the game on app store.

Thank you
 
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@Pierre-Yves Constant: From the sounds of it, the Technologies and Units xml files have crashed, but the one that defines the Mutants didn't... I'm not sure if there's an incompatibility with the Mac version. Do you have all of the expansions? I think both files refer to techs and units added in BNW, so they may be crashing if you don't have the DLC...
 
Also, v6 of Future Worlds has now been published to the Steam Workshop. I'll try and make a comprehensive list of all of the changes soon. XD

EDIT: I may as well make the list as I remember things...

Added the Nexus, Bio-Titan, Genoswarm, Airborne Forces, Battlesuit, Suborbital Bomber, and Automaton units
Pholus Mutagen moved to Transgenics, now provides Gengineered promotion and causes Fungal Growths to spontaneously appear.
Skynet lost combat bonus from Nodes and Cores, instead now permits construction of Robot Infantry.
Node improvement removed, Core renamed to Support Node
All improvement bonuses revised
Genocentre and Arcology improvements added
Hyperstructure wonders are now exclusive to each other, so only one can be built in any particular city
More buildings added to expand on the exclusive building branches, which are now more strictly exclusive to each other (no building in a branch can be built if the city contains a building from the other branch it's exclusive with):
-Genemod Lab/Cloning Lab/Transgenic Nursery are exclusive with Vertical Farm/Mycoprotein Vats/Orbital Habitat
-Biofactory/Genejack Facility/Biogenesis Vats are exclusive with Autoplant/Drone Hive/Utility Fog
-Network Backbone/Telepresence Hub/AI Network are exclusive with Information Hub/Distribution Hub/Metroplex Hub
Aerospace Complex added
Several wonder effects revised to accomodate the new buildings
Strategic view icons for all new units and improvements added
 
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Sorry, forgot to update the opening post! I've updated it with Tomahawk's link to the steam workshop downloader, as well as updated the credits and such.
 
Just finished my first game to the end of the tech tree on v6, and I have a handful of bugs to report:

  1. First, and most critically, the asteroid mining project seems heavily broken. There was no text for the 1st place completion reward, and for achieving that level I got massive amounts of culture, happiness and city-state influence that looked like underflow values. The text on the "project complete" screen also talked about the XCOM Initiative, and not asteroid mining.
  2. The Buenos Aires Forum seems like it has a requirement for fresh water access, which was not conveyed in the help text anywhere and seems like a glitch rather than anything deliberate. I'm not 100% sure this is what was going on, but it would explain why some of my cities which met the criteria (coastal, no other megastructures, had enough nanomaterials) couldn't build it. I suspect the Bionic Tower may have also had this issue.
  3. The Bio-Titan's walking animation generated obnoxiously large dust cloud effects which covered over half the screen until it stopped moving.
I have some minor design gripes too, but those are separate issues that are more about personal preference. I don't know if you're interested in that kind of feedback, but I figured I should share the bug reports either way.
 
Hey 1760s, thanks for the bug reports!

1. I borrowed the code for the two resolutions from the XCom resolutions mod, and apparently missed a couple of the text lines there. I also made a bug in that the 1st place completion reward didn't identify the correct building to spawn upon completion, which may be the source for the sudden influx of culture and happiness.
2. The Buenos Aires Forum has a river requirement (carried over from the original wonder from the hyperstructures mod) that I forgot to include in the tooltip. The Bionic Tower has a fresh water requirement that should be in the tooltip.
3. The Bio-Titan uses graphics from Skajaquada's WH40K mod, which was a product of earlier model conversions that resulted in very small models that were then scaled up quite large. Skajaquada got around this by importing scaled down effects, but this wasn't terribly practical. I ended up using the TRex effects file for the Bio-Titan which I thought didn't have any visual effects, but apparently it has dust clouds that became gigantic. (During testing, I was either testing on my working computer that has a lower graphics setting, or my gaming computer that didn't have the movement animations on, to save time.)

I haven't had a chance to fully test the fixes (that'll take a couple of days, unfortunately) but hopefully I can get all three bugs sorted out quickly.

I'm curious to know what your design gripes are, although as you say they're probably more about personal gameplay preference.
 
I got kind of long-winded writing it up, so I threw it in a pastebin over here: http://pastebin.com/YBJcdcSv

And don't take any of it too negatively; on the whole this mod is amazing and still one of my favorite additions to Civ V. I look forward to my next game with it.
 
I got kind of long-winded writing it up, so I threw it in a pastebin over here: http://pastebin.com/YBJcdcSv

And don't take any of it too negatively; on the whole this mod is amazing and still one of my favorite additions to Civ V. I look forward to my next game with it.

Hah, nah, I did ask for your thoughts and appreciate the feedback. :3

Regarding the points you made:

#1: Part of the reason for the heavy emphasis on nanomaterials is that I did receive some comments that there wasn't enough to do with Nanomaterials -- some people had a glut without enough to use it on. Another factor is that most of the unit lines that use Nanomaterials used a strategic resource in the previous eras: Jet Fighters, Stealth Bombers, Rocket Artillery, Helicopter Gunships, and Modern Armor all use Aluminum, while Nuclear Subs use Uranium. The Bio-Titan, Nexus, and Crawler are all "superweapons", and thus I had them require both Nanomaterials and Uranium to restrict their production a bit. X-Coms gained a Nanomaterails requirement because they felt "elite" and I wanted to restrict their production compared to more conventional military units (although they also gained a strength increase to 120). This leaves just the Nanohives that arguably could lose the Nanomaterials requirement (the "cybernetics" track is already pretty heavy in demanding Nanomaterials). I will probably increase the yield from Nucleonic Foundries, however, and add a Nanomaterials bonus to the Utility Fog, to increase the supply of Nanomaterials a bit. I may also tweak the Hyperstructure wonders to be a bit stronger, just to help justify their high Nanomaterials cost. (They're supposed to be super end game wonders... XD)

#2: This was one of the criticisms I expected. :P In the end, I think it's something that does come down to personal taste -- when preparing v6, I asked one of my friends whether or not I should go ahead with my plans to make the buildings more exclusive, and he was all in favor of the idea. Some people like the exclusivity and some people don't. If I were to do a massive revision of Future Worlds I might consider toning down that element of it, but for the time being I wanted to run with the idea and see how it turned out. I do feel the buildings reflect more different approaches to similar problems -- there's no reason you couldn't have a genemod lab and a vertical farm to genetically tweak your crops, but the genemod lab line is based more around modify plants and animals used in the open environment, while the vertical farm line is based more around enclosed and controlled environments (ultimately permitting the growth of crops in orbital environments), so it's more of a question of "what sort of environment do we grow our crops in?". The Network Backbone vs. Information Hub is a question of a spread out, interconnected society vs. a very centralized one, while the Autoplant vs. Biofactory is about mechanical vs. organic approaches to industrial production. You could have a society that embraced both, but most likely you'd have ones that favored one approach over the other, and the exclusions kind of reflect that. Perhaps not well, and in a way that frustrates completionists, but I do like the idea. :P

(And, while it contrasts the BNW design philosophy, it was heavily inspired by some of the discussions in the Beyond Earth forums about the affinities, by players that wish the affinities had had a stronger identity...)

The Aquaculture Lab vs. the Undersea Mining Platform has always been tricky to balance -- I've previously been told the Undersea Mining Platform was underpowered compared to the Aquaculture Lab. :P I may look at changing the Aquaculture Lab's effects a bit -- perhaps having it spawn additional sea resources to help enhance other ocean-oriented buildings, but there's issues with that idea (such as selling the lab after getting the extra resources).

#3: I've tried to tone down some of the science bonuses, but hadn't paid attention to how many of my buildings had Scientist specialists. I'll try to tone those down a bit (although the "hive city" track will likely keep many of their specialists). I can try increasing the research costs a bit more, but some people have been running into issues with the longer game modes (such as Marathon) as the research costs can become so long they cause the numbers to overflow, so I'd prefer not to increase them TOO much.

#4: That's... very odd. I'll have to check the code to see if I defined something for those wrong... Did you have a Launch Facility built?

Anyways, thanks again for the feedback! :D
 
Fair points. And for #4, the Space Stations and modules all worked like archaeologists where I had to build them but couldn't buy them. Wasn't sure if it was a bug or an intended design element.
 
Fair points. And for #4, the Space Stations and modules all worked like archaeologists where I had to build them but couldn't buy them. Wasn't sure if it was a bug or an intended design element.
Well, you are not the only one.
 
Sorry, forgot to update the opening post! I've updated it with Tomahawk's link to the steam workshop downloader, as well as updated the credits and such.
I think i ll just report the minor issue. So far i know:
1) You still miss the mutan's SV icon. In Mutan.xml, it should be:
Code:
<ArtDefine_StrategicView>
  <Row>
  <StrategicViewType>ART_DEF_UNIT_FW_MUTANT</StrategicViewType>
  <TileType>Unit</TileType>
  <Asset>SV_FW_Mutant.dds</Asset>
  </Row>
  </ArtDefine_StrategicView>
2) Left click on the nano hive unit's icon are still directed to the nano hive PROMOTION in wiki
3) I didnt hear the sound effect of raptor (the sound duration is too short).
4) I can hear the sound of t-rex (not mine, the AI players own it) everywhere from distance (when they were walking), even i didnt highlight on em
5) Airborne force is actually paratrooper with higher strength (nothing special). Im thinking of flank attack bonus promotion.
6) You shouldnt remove the production of carrier and stealth bomber and etc in the information age. Cause they ll need the uranium (super carrier) and nanomaterial (orbital bomber). How if i dont have any of those resource??
7) How to remove the fungal completely? They kept coming. Is it the side effect/the price we should pay for gengineering promotion forever?
8) When i opened the city, there wasnt any text description of asteroid wonder and genome project wonder (i built em). And there were two buildings each.
9) I got suborbital evasion and stealth bomber evasion when i upgraded one. (im not sure whats the effect)
10) Szhimazu pyramid can be built in non coastal city (the description said, it can only be built in coastal city)
 
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The archery line upgrade into an unmanned drone reaaaally bugs me.

I wish the CSD made its world congress resolutions available without the diplomat changes. It would go so great with this mod... as it is, culture and money victories crop up unannounced before the end. But it conflicts with AuI anyway.
 
A lot of the CBP's congress resolutions are DLL anyway; we can only do project resolution.
 
A lot of the CBP's congress resolutions are DLL anyway; we can only do project resolution.
Yeah but bouncy's mod here sticks to database updates. The conflict is with using something to smarten up the AI, for which I use Delnar's standalone. The options are that or CP.

CP crossed a line for me in the final hours before the feature freeze... you could say it was the siege weapons, you could say it's the garrison damage... I am picky.
 
Im planning to add audio files for the tech quotes that would read the quote when the tech is researched. Can someone guide me on how to do it?
 
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