balthazaar
Chieftain
- Joined
- Sep 22, 2008
- Messages
- 51
Ive tested and can confirm that "Civ Names by Policies" is not compatible as it cause the diplomacy button to stop working.
Ive tested and can confirm that "Civ Names by Policies" is not compatible as it cause the diplomacy button to stop working.
Should I ask here or should I ask WHoward directly if UI-City Expansion will ever be made compatible with the CBP? It is a very important mod because the game is incredibly bad at picking expansion locations. It can be crippling to have to wait for the money or even worse the time to get more production or more food while the game chooses anything but what you need over and over.
2. Is it really true that Whoward69's mods are compatible with the CBP despite only one altered DLL be allowed. I'm a little confused. If I use the DLL-various mod components will it make some of his other mods compatible with the CBP.
Can't comment on technical compatibility, but doesn't that basically turn culture directly into gold where tile acquisition is concerned? The whole unpredictable, creeping border mechanic is meant to occasionally pose a strategic problem. Need some specific tiles?... generate more income, knock over some barb camps or maybe supplement with some long term choices that speed passive border growth (there are a few that stack).
Not that the mod wasn't useful at some point in the history of civ5, but you have a lot of options in VP to solve strategic problems. Full manual tile selection seems like a sure way to disturb a fixed balance point.
My problem is not with the strategic difficulties that the creeping mechanism brings about at all. My problem is that the creep is entirely and totally irrational. It places no value on resources whatsoever and will follow terrain and other factors out to infinity while totally ignoring more difficult to achieve resource tiles. This is entirely counter intuitive and breaks immersion. If you have to force strategy with automated stupidity then you game just sucks. I don't mind if it doesn't immediately go for resources but the way it works is far past anything that can be called reasonable.
I know how to play the game and I play tall so my cultural borders are always assisted in spreading faster with whatever is handy at the moment. I usually spread faster culturally than any of the AIs so that is not the issue. I have a nearly ocd revulsion for cheap tricks that make no sense to provide extra difficulty. It is just low quality.
Do you know how I may disable ONLY CBP's tech tree so I may use the other mods?
Do the 2 mods change the tech tree a lot?.The 2nd one seems to be adding some futuristic techs? I think it could work to append some parts of it to the current CBO tech tree, but not sure if the new techs would be balanced with the CBO mechanics.
hi
the UI - Trade Opportunities in the Incorporated into CBP is crossed over, what does that mean, Is it ok to use with the CBP?
tnx
Compatible "out of the box" says Really Advanced Setup (v14)
Does it Mean RAS v15 is not compatible?
Mods not compatible with CBP
Important: In addition to the mods listed below, any mod which contains DLL will not work with CBP.
Spoiler :
- Aggressive and Expansive AI - Makes AI civs more aggressive, expansionistic and coveting your lands
- Artificial Unintelligence Lite - includes DLL ; moreover CBP does its own AI changes
- Barbarian Lands - Gone from the Steam workshop - probably not developed anymore???
- City Banner Plus (v1) - Additional info in the city banners
- Civ IV Leader Traits in Civ V - Does not crash the game, but conflicts badly with CBP changes
- The Cree civilization from Colonialist Legacies - The UU, UA, UB are broken with CBP
- Contextual Unit Names - Units are automatically given names based on their typ, origin, etc. - This is not compatible with EUI
- Cultural Diffusion - The tiles can change ownership based on cultural pressure + units can capture tiles (optional) - This mod seems to work, but its effects (gained territory, etc.) are lost once you reload the game
- Emigration - Citizens migrate betwen cities and civs based on quality of life
- Global - City States Gifts - City States give gifts related to their type (cultural, maritime, mercantile, etc) ; not compatible with CBP as both include CityStateDiploPopup.lua, CityStateDiploPopup.xml, CityStateGreetingPopup.lua and CityStateGreetingPopup.xml
- Global - CS Raze Rarely
- Horem's Art Resource's - See the Lite version for CBP instead
- Hulfgar's Modpacks - Adding / changing units, focusing on WWII era
- Light Touch mod - Reported as buggy
- More Pantheons - Addon - It does not crash the game, but its effects merge in an imbalanced / strange way with CBP effects, therefore not recommended
- Ominbus Mod - New buildings, units and resources
- Pontoon Bridge - Lets you build bridges over 1-tile gaps between land masses - These instructions to make it compatible with CBP used to work, but they do not seem to anymore - this results in CTD
- Promotions - AntiAir Only Defensive
- Promotions - AntiAir Specialisations
- Promotions - Crossovers - ranged to melee promotions, etc.
- Quiet Diplomacy - Some of the "meaningless" messages from AI civs are displayed as notifications instead of showing up the leader screens - PENDING: It should not work as it contains DLL, however it seems to work for me (vyyt) - maybe I am running some old version, need to test and find out
- Resources Expanded (v6)
- Resources for cold Regions (Nord.Res Mod) - beta - Adds more resources to the cold regions
- Scaling Great Merchant - Improves Great Merchants to make them comparable in value to Great Scientists and Great Engineers! This mod is compatible with most other mods ; This mod crashes the game with CBP
- Separate Great People Counters (BNW) - What the title says ; this mod crashes the game with CBP
- UI - City Expansion - Not compatible with the EUI version of CBP
- UI - Destination
- UI - Promotion Tree - Shows the unit promotion tree
- YnAEMP DLL 43 civs - YnAEMP Earth map with 43 civs