Future Worlds

I think it's maybe CityNearbyMapDatasV4.lua too, but i don't know exactly what error made the game crash so... I keep looking into the mod code.
It's maybe another mod too, so i wait for RtP and CiD updates for lastest Vox populi version for retry.
 
Okay, as for TimurB's feedback:

1) No host election when the first civ entered the future era.

Doesn't the host election occur when the majority of civs enter the new era? Admittedly, this is the first time I've made a new era, so I'm not entirely sure if I caught all of the different functions they need. Still, at this point in the game I think UN elections occur pretty frequently anyways...

2) The fighter becomes obsolete with satellites when the jet fighter pre-req tech is laser.

Fixed.

3) The academy base science point is 8 and it gains to 10 after scientific theory (+2) and gains to 12 after atomic theory (+2). I was expecting the HERC gave me 16 point of science as started (12 is the basic point of HERC).

The HERC doesn't gain the same bonuses the Academy does, so it doesn't get the +2 bonus from those techs. It was designed to start out as strong as the Academy, but get more powerful from later techs that the Academy wouldn't get bonuses from.

4) The fungal grows on natural wonder. Is that intentional? If its so, you should do it to the mountain too.

The function that spaws Fungal Growths checks for mountains, which I would expect most Natural Wonders would count as, but they might not. I'm not entirely sure how to check for natural wonders yet -- I believe they work as features, so I might have to include a check to allow them to grow on Forests but not other features...

5) The nanohive promotion still aint healing the nearby friendly units. You are still using pUnit:ChangeDamage(-10) instead of loopunit:ChangeDamage(-10) in FutureLua.lua

But, is it possible to do it in xml instead of lua? I think that would minimize the process.

I fixed the Lua so it's working properly now. I don't think it'd be possible to do it in XML with as much flexibility as I want, particularly with regards to damaging enemy units.

6) Why would i build the industrial complex improvement when i can get more production from the mine?

Because the Industrial Complex can be built on flat terrain, unlike a mine. Some buildings (like the Distribution Hub) also interact with Industrial Complexes, so they offer some benefits that way. (Although the Borehole helps Mines, and it's generally better to build a Mine on hills.)

The AI loves building Industrial Complexes, in any case. :p

7) I think you should put the avenger carrier between the super carrier and nexus =P
8) Its funny when you hear the flying dragon (biodrone) as jet fighter :O
9) I think you can give Flight Deck 1 promotion and Armor Plating 1 promotion. So the new nexus (non upgraded units) can have those promotions (flight deck and armor plating).
in Units.xml
You can do the same thing with armor plating

Maybe. XD The Biodrone was rigged to use Jet Fighter effects, for lack of anything better, although I may at some point track down better sound files to use. (I experimented with new unit sound effects when I made the Mothership Omicron civ last year.)

I'm not certain the Nexus needs those promotions? I believe they'd carry over from Supercarriers if they were upgraded, but the basic Nexus already has so many different bonuses and abilities I'm not sure they're needed. Still, I'll compare Armor Plating vs. the Cover promotion it has...

10) 1500 gold from shanghai financial center??? I think thats not worthy.

The Shanghai Financial Centre originally came from Pouakai's More Wonders mod, so I've been reluctant to change it. It does provide a bonus to Merchant Specialists, so could be helpful when combined with Comm Modules and the like...

11) Suborbital bombers still carry over the evasion (100) from the stealth bombers.

They shouldn't? The Stealth Bomber should no longer have Evasion II, but instead have Stealth Evasion (giving them a 70% evasion chance), which in turn shouldn't carry over to the Suborbital Bomber. I'll double check to see if the code is working properly.

12) Im really expecting the 3D wonders instead of new units :)

What, like in Civ 6? I don't think I'd ever be able to do that. XD

UPDATE:
13) Why i cant build/buy the bioenhancement center in the capital?? I ve built biofactory and implant clinic. For fact i can build/buy the boienhancement center in other cities without biofactory.

I'm not sure? I couldn't find anything in the code that would've prevented it...

14) No ObsoleteTech on automaton unit.

Intended.

15) Mnemosyne bonus aint apply to air units.
16) In the Mnemosyne bonus system, even if my highest level unit is gone, its still tracked by the system.

Hmmm... I wonder if air units don't count as combat units? The bonus comes from pPlayer:GetHighestUnitLevel(), so it must track which was your highest level unit even if it's now dead?

17) Biofactory just gives extra production (no additional gold yield update).

Fixed.

18) The airborne force is still using the original paradrop promotion (9 tiles), not the paradrop 2. And you are using UNITAI_PARADROP_2 for you airborne force. Is that the unitai from xcom?
19) And the description says, the airborne force can go 5 tiles away. Tho, in your paradrop 2 promotion, you gave it 10 tiles (im thinking it should be 15/20, cause the xcom could go 40).
20) Dont forget to remove the unwanted promotions (paradrop in airborne force and paradrop 2 in xcom), when you finally apply em.
LOL, i still dont have any idea how you remove the missile cargo I in advanced destroyer when it was upgraded from missile destroyer. There are only nexus, automaton, and robot infantry in your "remove unwanted promotion" function in Futurelua.lua

Honestly, paradropping is kind of messed up in a bunch of ways. The tooltip seems to have its own way of calculating paradrop range. I did mess up and use the wrong paradrop promotion, so hopefully it'll be fixed now. (I still need to test it.)

I fixed the missile cargo issue by simply making all the Cargo promotions not carry over with upgrade.
 
I play version 5...not seen ...yet download v6....can somebody say whati is all new in v6. Thanks...
 

True, he is bringing the Suzerain effect over... XD

As for Wonder-Improvements, I did start thinking about how it could be done yesterday, but I haven't played Civ 6 so I'm not entirely sure how the whole "Wonder Improvement" thing works. I assume you basically spend several turns building the improvement, that when it's complete basically functions as a Wonder. I think the biggest issue would be how to manipulate the Worker building actions (for example, preventing more than one person from building it, or building more than one copy). The base Civ 5 code is pretty unfriendly when it comes to controlling building actions, but I suppose with the CP dll it might be more feasible.

I play version 5...not seen ...yet download v6....can somebody say whati is all new in v6. Thanks...

Post #323 has a summary of the changes.
 
Published a patch update fixing the aforementioned bugs (including the bugs with the Stealth/Suborbital Bomber promotions and the Airborne Forces).
 
Doesn't the host election occur when the majority of civs enter the new era? Admittedly, this is the first time I've made a new era, so I'm not entirely sure if I caught all of the different functions they need. Still, at this point in the game I think UN elections occur pretty frequently anyways
Oh, right. I got 1 active major civ and there were several defeated civs (recalled to life). Gotta re test that.

The HERC doesn't gain the same bonuses the Academy does, so it doesn't get the +2 bonus from those techs. It was designed to start out as strong as the Academy, but get more powerful from later techs that the Academy wouldn't get bonuses from.
Yo gotta make the bonus earlier then. Perhaps in the beginning and the middle of future era. Not in the end of future era X-P Thats alittle bit useless actually.

I'm not certain the Nexus needs those promotions? I believe they'd carry over from Supercarriers if they were upgraded, but the basic Nexus already has so many different bonuses and abilities I'm not sure they're needed. Still, I'll compare Armor Plating vs. the Cover promotion it has
Well, i concern about the flight deck promotions. You can get 7 slots (4 main slots + 3 from flight deck promotions). But you can get 4 slots only from the new nexus. That would be a little bit downgrade, aye?

What, like in Civ 6? I don't think I'd ever be able to do that. XD
Nah, i mean something like when you built the pyramid, greatlight, great wall, etc. There would be a 3d model wonder appear near the city
https://forums.civfanatics.com/threads/add-a-new-building-and-improvement-with-3d-model.477464/

I fixed the missile cargo issue by simply making all the Cargo promotions not carry over with upgrade.
Using <LostWithUpgrade> in xml, right? I cant find that in unit.xml for cargo promotion. Where did you put that?

17) Biofactory just gives extra production (no additional gold yield update).
Fixed.
LOL, you just removed +1 gold from the description X-P I thought you would fix it as described.

Published a patch update fixing the aforementioned bugs (including the bugs with the Stealth/Suborbital Bomber promotions and the Airborne Forces).
Gotta re test that completely.
 
So....If I enter in Future Era there is one new Spion - it s OK....I always play with Venice...and Venice to grow I build in another cities Cargo Ships bring food for Venice....with Information Era Cargo Ships bring always +13 Food....can you make for Future Era +1 Food....Normally have to be +14 Food, because Information Era is +13...sorry my bad English
 
It seems I've got a quite a bug. I downloaded the new version today (V6); I've no other mods installed. yet, when I create my very first city, I cannot click on the construction tab, it just won't open. Version 5 worked fine.

Thanks!
 
Do you have logging activated?

It's always really strange when people report situations like this, because I test all the mods with a minimum of other mods active, and don't run into problems like this unless something goes egregiously wrong. So I always wonder what could be causing errors for some people but not others...
 
We need Future Era Naval unit .....something like Railgan Battleship or Laser Ship....because Arselan Ship is Inforamtion Eran unit....
 
n any one please help me on this run time error

Runtime Error: C:\Users\User\Documents\My Games\Sid Meier's Civilization 5\MODS\Eureka_VP_EUI_v3\(7a) Civ6AdditionEureka (v 3)\Lua\EurekaLib.lua:42: attempt to index local 'pTeamTech' (a number value)
Runtime Error: C:\Users\User\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 6)\Lua/FutureLua.lua:235: attempt to call global 'GetCityMapDatas' (a nil value)
 
Whenever i start a game all the new techs are unlocked for some reason. I have turned off all the mods. I have installed the mod manually by downloading it and unpacking the folder into my games/Sid Meier's Civilization 5/MODS/Future Worlds. Help
 
Whenever i start a game all the new techs are unlocked for some reason. I have turned off all the mods. I have installed the mod manually by downloading it and unpacking the folder into my games/Sid Meier's Civilization 5/MODS/Future Worlds. Help
Are you sure that you ve installed this mod only? And the all of new techs were unlocked from the start?
You didnt start the game from future era, right?
 
Having played through a few more games with FW enabled, one thing has frequently occurred to me: it seems like one area of the game that's generally pretty poorly represented in the late game (and essentially absent from FW) is religion. While there are still things to spend faith on (Great People and potentially units/buildings), the increasing faith costs of those without additional ways of gaining faith generally causes the usefulness of faith to fall off sharply. Perhaps it might be worth including some kind of new religion building, like a Megachurch which requires a Temple?

That said, Jurassic Park barbarian dinosaurs + Heathen Conversion was about the funniest imagery I'd seen in a civ game.
 
We need a prehistoric and Nutty's ethnic diversity mods support for this awesome era mod! I saw the modder actually discussed the compatible issue in different threads months ago. Hopefully good news will be here shortly regarding these compatible issues. Please, make it happen! Again, thanks for great works.
 
Hi I've tried to use this mode with prehistoric era reborn but the cost of technologies after designer lifeforms goes to negative values on both huge and large maps and down to prince difficulty. Any way to resolve this?
 
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