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Future Worlds

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

  1. Andy0132

    Andy0132 Warlord

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    Solid, thanks!
    Perfect, I'll download it once I get home from school!
     
  2. Kirito The Conquerer

    Kirito The Conquerer Chieftain

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    Does anyone have a link to v.5? It's bothersome finding ways to fix v.6
     
  3. TimurB

    TimurB Chieftain

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    Problems.
    1) The SwarmEffects function in FutureLua.lua just worked for me. It aint work for AI (the unit aint killed in the end of turn).
    2) I cant build Bioenhancement Centre (BIOMOD_TANK) if i have cyber clinic in my city. Is that necessary?
     
  4. HorseshoeHermit

    HorseshoeHermit 20% accurate as usual, Morty

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    Still love this mod! I wish Civ V itself were balanced enough to handle it!
     
  5. TimurB

    TimurB Chieftain

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    Dang mate! I was refreshing the mod files, and this error returns.
    Runtime Error: C:\Users\DK\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 6) A2\Lua\CityNearbyMapDatasV4.lua:1105: attempt to index field '?' (a nil value)

    I was just activating the FW mod and Ingame Editor mod.
    What did you add to the lines 84 and 88 to solve that problem?
     
  6. TimurB

    TimurB Chieftain

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    Is anyone still playing civ 5? :O
    I just knew if the multiple happiness from sanctuary dummy aint working.

    Code:
            <Row>
                <Type>BUILDING_FW_SANCTUARY_DUMMY</Type>
                <BuildingClass>BUILDINGCLASS_FW_SANCTUARY_DUMMY</BuildingClass>
                <Cost>-1</Cost>
                <FaithCost>-1</FaithCost>
                <GoldMaintenance>0</GoldMaintenance>
                <GreatWorkCount>-1</GreatWorkCount>
                <Help>TXT_KEY_BUILDING_FW_SANCTUARY_HELP</Help>
                <Description>TXT_KEY_BUILDING_FW_SANCTUARY_DESC</Description>
                <Civilopedia>TXT_KEY_BUILDING_FW_SANCTUARY_PEDIA</Civilopedia>
                <Strategy>TXT_KEY_BUILDING_FW_SANCTUARY_STRATEGY</Strategy>
                <ArtDefineTag>ART_DEF_BUILDING_FW_GARDEN</ArtDefineTag>
                <Happiness>1</Happiness>
                <MinAreaSize>-1</MinAreaSize>
                <ConquestProb>50</ConquestProb>
                <HurryCostModifier>0</HurryCostModifier>
                <IconAtlas>CIV_COLOR_ATLAS_FW_2</IconAtlas>
                <PortraitIndex>31</PortraitIndex>
            </Row>
    It should be:
    <UnmoddedHappiness>1</UnmoddedHappiness>
     
  7. Asterix Rage

    Asterix Rage Warlord

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    Check this out :
    http://store.steampowered.com/stats

    By the way, does someone (a brillant one) will make Future Wolrds compatible with VP/VP-EE one day ?
     
  8. Chrisy15

    Chrisy15 Flower, Beautiful

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    UnmoddedHappiness gives Global Happiness rather than Local Happiness, just fwiw. Ofc if the tooltip says it should be Global then yea it needs fixing :p

    :exasperated[FAMILY_FRIENDLY_FORUM]:
     
  9. TimurB

    TimurB Chieftain

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    LOL, i dont see any civ 5 in that stats X-P

    So, how to use multiple happiness for local then?

    Anyway, it seems like the ActivePlayerTurnEnd aint work for AI players. The SwarmEffects function aint working.
     
  10. Chrisy15

    Chrisy15 Flower, Beautiful

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    The Happiness column just accepts an integer value; you put 5 in it, it provides 5 happiness. The limit on it is the City Population; Local Happiness cannot exceed the population of the City, whereas Global Happiness transcends this (and as such is far more valuable).

    And yea, ActivePlayerTurnEnd sounds as though it'd only fire for the Active Player - the human. PlayerDoTurn is the conventional "Do this every turn" GameEvent, and fires for all Players.
     
  11. TimurB

    TimurB Chieftain

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    Oh right. I was completely forgetting local happiness cant be higher than city pop.

    Any idea how to make a function to fire at the end of turn for computer players?
    And how about Game.GetActivePlayer()??? Is it working only for human player too?
     
    Last edited: Dec 29, 2017
  12. Chrisy15

    Chrisy15 Flower, Beautiful

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    I believe Game.GetActivePlayer for most intents and purposes gets the ID of the human: it probably does something slightly different in MP but w/e. As I said, if you want something to fire for every Civ in the game, you use GameEvents.PlayerDoTurn
     
  13. TimurB

    TimurB Chieftain

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    Yup, finally i fix it.
    Anyway, i would like to release my own patch of this FW mod. Do you think, i ll need Mischa's permission?
    His last activity was on Jun 19, 2017 tho o,O
     
  14. Chrisy15

    Chrisy15 Flower, Beautiful

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    I don't see why you can't release your own independent patch, if it's just editing stuff; reuploading the whole mod might be a bit more iffy, but I don't think it should be necessary. Plus you've been around for a while, and so people will probably recognise you (more than they recognise certain other people working on other patches...)
     
  15. Authopius

    Authopius Chieftain

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    Check this out:



    Numbers on the left are the current players playing as of I took the image.
    Numbers on the middle are the count of the most players played TODAY.
    Texts on the right, of course, is the name of the game
    Civ V is standing strong as Top 16
    Meanwhile Civ VI is standing as Top 18
     
  16. TimurB

    TimurB Chieftain

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    Actually, its a mod with dependency of future world V6. People would need the FW v6 to use my patch.

    Ups. You know what? Me bad!!! X-P
    I just saw the top 10. Not view all of the top 100 most-played games.
     
  17. Chrisy15

    Chrisy15 Flower, Beautiful

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    That'd be how I recommend, yea
     
  18. TimurB

    TimurB Chieftain

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  19. krokots

    krokots Chieftain

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    Thanks for that patch!
     
  20. Vladi

    Vladi Chieftain

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    I am waiting on v.7 :sleep:
     

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