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Getting Started

Agreed. Although it is fun to pump out Longswordmen/Musketmen every 2 turns or so. :lol:

I produced the Taj Mahal in 8 turns, on epic speed, don't think I even needed to go into production focus :lol: Planted a manufactory since then, so now ship of the lines take 2 turns and cossacks 3. Welcome your new Russian overlords :mwaha: ;)
 
This should work okay. Those files in VEM just speed up the attack animations of aircraft so they take ~1 second instead of the ~30 seconds of vanilla. I don't think the files do anything else.

Hello again. :) Deleting the file fixed the crashing for me. But in my current game with America I noticed the Minuteman unit missing, also there's nothing available from the "Gunpowder" technology. The info for those special and newly added units are in your file, aren't they? How would you say I could best combine the xmls? Thanks a lot. :)
 
@cleaner
That's an actual bug in v137 which I've fixed for v137.4.

Oh, alright. :) I'm using version 1.36 right now. So it's been in that version already then? Another little question: Is it possible to update the mod and continue a game you already started?
 
The problem happened when I moved the Indian UU. I made a typo that interfered with the American UU on the line above it. If you would like to fix this in your current game, open this file:

/VEM/Leaders/VEL_General.xml

Search for Civilization_UnitClassOverrides and change the Minuteman's UnitClassType to UNITCLASS_SKIRMISHER.

This should not cause any problems with your savegame, but you might store a backup just in case. (Small midgame edits usually work, but updating to a new mod version with significant changes usually does not work.)
 
The problem happened when I moved the Indian UU. I made a typo that interfered with the American UU on the line above it. If you would like to fix this in your current game, open this file:

/VEM/Leaders/VEL_General.xml

Search for Civilization_UnitClassOverrides and change the Minuteman's UnitClassType to UNITCLASS_SKIRMISHER.

This should not cause any problems with your savegame, but you might store a backup just in case. (Small midgame edits usually work, but updating to a new mod version with significantly different changes usually does not work.)

Thanks for the detailed instructions. :) It was kind of bad timing that my random Civ for just that game with that mod version was America, but now I can fix it. :eekdance::run:
 
1st post in the subforum. Thanks for this great mod. Been playing it a ton since I finished all the achievements.

Just curious why you recently removed the option to select quick combat in the advanced menu?
 
1st post in the subforum. Thanks for this great mod. Been playing it a ton since I finished all the achievements.

Just curious why you recently removed the option to select quick combat in the advanced menu?

It's disabled because it breaks combat-event portions of the mod. Instead, see the readme file and disable combat animations in the options.sql file that gets installed with the mod.
 
Regarding 153.2, three minor points:

  • Are you aware that you buffed the Ottomans in a big way by making barbarian naval units the only ones with 2 range before the industrial age? (I do think it's a good thing)
  • The Barbarian Naval units nevertheless are still fleeing and it is difficult to kill naval units with "Pirates". Can you make them not flee and put up a fight? I have no idea how though ;)
  • You did make the Polynesians build more Moai manually. Would it also be possible to delete roads in Iroquois territory that is in forest? I'm not sure that's a general thing, I just saw it for the first time in this current game
 
Regarding 153.2, three minor points:
  • You did make the Polynesians build more Moai manually. Would it also be possible to delete roads in Iroquois territory that is in forest? I'm not sure that's a general thing, I just saw it for the first time in this current game

Then they chop the forest, then they have no road! And you KNOW the AI would do that.

Perhaps the Iroq not having to pay road maintenance in forests would be reasonable compensation.
 
Nevermind figured it out.

Where can I get this as a zip? I can't for the life of me get it to work any other way.
 
@mitsho
1) is intended
2) we can't change with our current modding tools
3) I agree it would be nice if the Iroquois trait mirrored the Incan trait, but we can't do that. Due to a bug with how Iroquois roads connect to forests, I always build roads anyway. I think it's some sort of incorrect movement cost when moving between forests and hill-roads. I don't remember exactly.
 
Hey, love the mod and respect the job you guys did. In fact it's the only mod I considered even and blessed with my incredible attention. :king:

A few questions; Am I missing something here or do I just suck? I can't compete with AI on "prince", which is the difficulty (along with king) I always played on in vanilla. :shifty: All the civs run away in matter of 50 or so turns, when I get to medieval era, I'm on the bottom of score board and there are civs that have like triple and more score than I, and some even 1-2 eras more advanced. I honestly can't comprehent what am I doing wrong or how could I do better. I'm maximazing and micromanaging everything to the edge of my abilities and it's futile. Do the AI get some kind of bonuses? Or am I missing something here?

Also there seems to be a bug where AI or me propose a deal, I or AI accept and the AI says "excellent" or something, but the deal never happens, although I do get a diplo modifier from the "theoretical" deal...
 
Try out the settings below on warlord difficulty. I spread out the difficulties so everyone has 4-5 to choose from (warlord through immortal) instead of just three (prince through emperor). :)
I recommend playing VEM on a standard size, normal speed, Continents-Plus map with default advanced-game options. Continents Plus comes with the Explorer’s Map Pack and is by far the best map to play Civ 5 on. I recommend dropping down a difficulty from what you’re used to on vanilla. The settings below are also tested with VEM. Games with different settings might not be as balanced:

  • Continents or Pangaea (and their “Plus” versions)
  • Small or Standard maps on Normal speed.
  • Large maps on Epic speed.
  • Default advanced game options.
Deals are handled by the game core only Firaxis has access to, so any bugs with that are probably not fixable.
 
All the civs run away in matter of 50 or so turns, when I get to medieval era, I'm on the bottom of score board and there are civs that have like triple and more score than I, and some even 1-2 eras more advanced. I honestly can't comprehent what am I doing wrong or how could I do better. I'm maximazing and micromanaging everything to the edge of my abilities and it's futile. Do the AI get some kind of bonuses? Or am I missing something here?

I think the AI bonuses are listed on a stickied thread. The AI expands quickly now, so it figures they'd leave you in the dust re: score when you enter the medieval era. It should only get better from then on, but a rule of thumb here is that score is the last number you should look at. Instead, figure out how to speed your science. Low population is a frequent culprit, but v154.1 offers new combinations to boost science. Buying stuff is much easier, so get quick science buildings, and sign RA's.
 
I see, I'll try that.

I just tried one more game on prince and now see they do get huge bonuses. Like crazier than king in vanilla, which is as far as I ever tried. I met Rome on 5th turn, got close to their capital by 7th turn and saw they had 1 warrior, 1 archer and one trireme, maybe more in the fog... they all had one promotion. In the time it took me to build one worker, they found second city, +4 or more warriors and attacked me...

So is warlord the balanced, no bonuses to AI or player difficulty now? Or do they or player always get some bonuses :( It's not my cup of coffee, so I hope there is a no bonuses difficulty.
Could someone give me a rundown or link to list of bonuses to AI or player on all difficulties?
 
I see, I'll try that.

I just tried one more game on prince and now see they do get huge bonuses. Like crazier than king in vanilla, which is as far as I ever tried. I met Rome on 5th turn, got close to their capital by 7th turn and saw they had 1 warrior, 1 archer and one trireme, maybe more in the fog... they all had one promotion. In the time it took me to build one worker, they found second city, +4 or more warriors and attacked me...

Here's the link:

http://forums.civfanatics.com/showthread.php?t=460065

As you'll see, in some cases King is easier than vanilla. This is particularly true with regard to AI happiness. But the AI does get extra units to start, and I believe militaristic ones get an additional one. They could have easily built a second city via the Liberty tree in short order, and used their worker to mine, but it seems unlikely that they built four warriors in the time it took you to build one worker. They may have bought one... but you could as well.
 
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