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Future Worlds

Discussion in 'Civ5 - Modpacks' started by bouncymischa, Apr 21, 2015.

  1. havox79

    havox79 Chieftain

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    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.
     
  2. bouncymischa

    bouncymischa Synthetic Genie

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    Okay, as for TimurB's feedback:

    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...

    Fixed.

    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.

    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...

    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.

    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

    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...

    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...

    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.

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

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

    Intended.

    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?

    Fixed.

    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.
     
  3. Chrisy15

    Chrisy15 Flower, Beautiful

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    @sukritact :p
     
  4. Vladi

    Vladi Chieftain

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

    bouncymischa Synthetic Genie

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    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.

    Post #323 has a summary of the changes.
     
  6. bouncymischa

    bouncymischa Synthetic Genie

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    Published a patch update fixing the aforementioned bugs (including the bugs with the Stealth/Suborbital Bomber promotions and the Airborne Forces).
     
  7. TimurB

    TimurB Chieftain

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    Oh, right. I got 1 active major civ and there were several defeated civs (recalled to life). Gotta re test that.

    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.

    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?

    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/

    Using <LostWithUpgrade> in xml, right? I cant find that in unit.xml for cargo promotion. Where did you put that?

    LOL, you just removed +1 gold from the description X-P I thought you would fix it as described.

    Gotta re test that completely.
     
  8. Vladi

    Vladi Chieftain

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    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
     
  9. framz

    framz Chieftain

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    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!
     
  10. bouncymischa

    bouncymischa Synthetic Genie

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    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...
     
  11. framz

    framz Chieftain

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    Logging?

    sorry, I'm not familiar with the term!
     
  12. 1760s

    1760s Chieftain

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  13. Vladi

    Vladi Chieftain

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    We need Future Era Naval unit .....something like Railgan Battleship or Laser Ship....because Arselan Ship is Inforamtion Eran unit....
     
  14. myles718

    myles718 Chieftain

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    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)
     
  15. kira_amaya

    kira_amaya Chieftain

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    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
     
  16. TimurB

    TimurB Chieftain

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    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?
     
  17. 1760s

    1760s Chieftain

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    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.
     
  18. YINGCHENG

    YINGCHENG Warlord

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    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.
     
  19. Vladi

    Vladi Chieftain

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    We need city icon for Future Era....
     
  20. AndreyK

    AndreyK Chieftain

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    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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