Take out the one that gives you 3x xp
I have the same feeling. As far as I remember value of modifier of xp needed for the next lvl equals 0.5. I played multi with bro lately, about 15-20 hours. On standard speed my bro had warrior lvl 20 in 80th turn. He just picked everything. Thats also effect of new promotions mod with 150% bonus to xp, evolving barbarians mod and no xp cap from barbarians. You can lvl up all the time without war. Now we play with chill barbarians and is a bit better, but nevertheless it should be adjusted. Set maybe 0.7 or 0.8 for the beginning and further testing.
 
Last edited:
I have the same feeling. As far as I remember value of modifier of xp needed for the next lvl equals 0.5. I played multi with bro lately, about 15-20 hours. On standard speed my bro had warrior lvl 20 in 80th turn. He just picked everything. Thats also effect of new promotions mod with 150% bonus to xp, evolving barbarians mod and no xp cap from barbarians. You can lvl up all the time without war. Now we play with chill barbarians and is a bit better, but nevertheless it should be adjusted. Set maybe 0.7 or 0.8 for the beginning and further testing.
I scrapped more promotions mod on my last game, and implemented a couple of immersive mods like caravans build road and capture tile that works. Just gotta test new VP release(27/9) and test multiplayer now. Will increase xp difficulty to 10

eyeing on eureka mod and more events mod.

PS: I currently have a hiccup on delivering modpacks because most of my selected mods turn into random gibberish files in documents. Any way to fix that I wonder..
 
Also going to try merging all the minor mods; ones with one file like .xml, .dds or .lua into a gigant mod. probably modifying most of them too. I looked around other modpack makers to learn their tricks and implementations of mods. got a few I wanna try out. going to be brave and turn superpowers and enlightenment into something that is compatible with newest VP. lastly, dunno when I'll have the chance to test modded multiplayer or possibly record a gameplay. timezone and class reasons, (I'm free on Saturday around 7 a.m. GMT 8+ every week )
 
eyeing on eureka mod and more events
Last time so aboit year ago I saw eureka mod and it was unfinished (about half was ready) and really inbalanced.

Will those events work in multiplayer?
 
Last time so aboit year ago I saw eureka mod and it was unfinished (about half was ready) and really inbalanced.

Will those events work in multiplayer?
Hah! can't really answer your question yet.. my mods folder is disruptive and i can do nothing. help?
 
Is there a good big map out there that could be added to your modpack? I like Continents but some things are lacking like rivers are not that long often and there is too much quick change in climate zones.
 
Is there a good big map out there that could be added to your modpack? I like Continents but some things are lacking like rivers are not that long often and there is too much quick change in climate zones.
Fantasia is a great map generator. truly amazing. try it! look, map does not work well inside modpack but you can put the map files in maps inside document
 
Fantasia is a great map generator. truly amazing. try it! look, map does not work well inside modpack but you can put the map files in maps inside document
I tried this map and amount of options looks awesome. That's what I was looking for a while. Thanks for that.

I don't have a clue to fix my problems about mods file
Did you try compiling again your old modpack 12.7? Maybe you added something that is disruptive.

[Major Bug] I found that city specializing doesn't work. When I choose production it should use engineer specialist and some hills but it's not. All the time it is choosing the default tiles. Only golden age specialization does something but it shouldn't in my opinion. You can check that if you repair your modpack.
 
I tried this map and amount of options looks awesome. That's what I was looking for a while. Thanks for that.


Did you try compiling again your old modpack 12.7? Maybe you added something that is disruptive.

[Major Bug] I found that city specializing doesn't work. When I choose production it should use engineer specialist and some hills but it's not. All the time it is choosing the default tiles. Only golden age specialization does something but it shouldn't in my opinion. You can check that if you repair your modpack.
possibly coming from VP as most of the mods didn't even disturb the specialization or AI. just UI mods like improved city view and EUI. I'm guessing you seen your city output like prod or gold didn't change when you specify it? if so, wait a few turns.

This is one of the times i'm late to update my modpack.. It my fault, and I'm so sorry. resume nmh modpack
 
I'll put out a new update for nmh(13) tomorrow ( 30 Sept 17 ) before 10 p.m. GMT+8. A possibly good schedule in an unfortunately little time, hahaha... What you will see in nmh(13) aka "new start" are new mods, less CTD for SP and MP, fewer older mods, and a more trigger happy game. With abusive barbarians and nerfed XP, stacks of units lurking from the fogs, cute icons for resources, new eras to discover and road exploit that could kill a civ's science prod and finally a truly economics experience that would melt your thalamus away. A truly new and wonderful experience awaits you.

PS: I would love to hear suggestions about balancing, adding new mods and fixing bugs before i release the update; It's my pleasure.

my notes
1. upload to civ database if possible
2. credits to mod creators
3. updating the thread's info
4. Acknowledging the incompatibility of CBO events in multiplayer (Game breaking)
5. changelog on thread
 
An announcement, super heavy modpack.. download both links and extract it at appropiate folders.
1. put nmh13 in C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC
2.delete cache in C:\Users\(username)\Documents\My Games\Sid Meier's Civilization 5 and
3. replace it with the cache files inside nmh13cache
4. wait 5-10 minutes
5. play

download here nmh13 and nmh13cache
 
I looked at the content of your modpack.
There's a mod folder called "Unofficial Vox Populi Patch". Description says it will conflict with any other release of VP than 9-17 and you used the latest one 9-27. Will it work?

There was problem with Fasil Ghebbi wonder in Enlightment Era mod. Did you manage to repair that or author did some bugfix?

And those two barbarian mods. Are they compatible with each other?

I also noticed that all mod regaring to XP gain was deleted. Good for now. If you really want to put them back you need to to this carefully.

And "Historical religions". I will miss that one.

EDIT 1:
[Major bug] I tested this mod "Fantastical map" (not Fantasia which is brilliant) and it's broken. When you choose it game crashes after clicking start game. Same was when I used only lua file from the mod. Delete it.

[Major problem] I mention this befor but I need to this again. When you put Enlightement Era mod game loading time is few times longer. For test I created duel map, nothing serious. With your previous modpack loading took 15-30 secs. Now it was 5-7 min. When I played with my bro on standard map, I used to have few desyncs where loading screen appeared. With this problem multi for me is barely playable. With standard map its as far as I remember 15 minutes or more. It's good mod, one of the best I've seen, but not for multiplayer purpose. Please delete it.

[Unexpected change] Buying out icons in queue from city view dissapeared. They were really helpful.

[Minor bug] Flags mod shows random icon over units having "Viking" promotion. Each unit has different icon.
 
Last edited:
I looked at the content of your modpack.
There's a mod folder called "Unofficial Vox Populi Patch". Description says it will conflict with any other release of VP than 9-17 and you used the latest one 9-27. Will it work?

There was problem with Fasil Ghebbi wonder in Enlightment Era mod. Did you manage to repair that or author did some bugfix?

And those two barbarian mods. Are they compatible with each other?

I also noticed that all mod regaring to XP gain was deleted. Good for now. If you really want to put them back you need to to this carefully.

And "Historical religions". I will miss that one.
Hi A,
1.Unofficial Vox Populi Patch works, i love the corporation buffs.
2.Enlightenment Era's modder fixed that issue regarding Fasil Ghebbi, need someone to check that
3. XP needed to upgrade unit is now 10
4. Tight Schedule, no pictures or credit for now, sorry. It adds the element of surprise :D ~lazy lazy
5. Removing all the audio files and possibly heavy graphics mods to optimize the modpack and
6. further removing unnecessary files in mods by merging everything together and adding users guide to change the codes for their personalised experience
7. nmh13 is quite taxing for the computer, gotta fix that
8. don't freak out when screen turns black for a few minutes.. the game is loading, slowly. LUAJIT use is advised
9. searching for a compatible mod that ( only makes ai actions and animation fast, found one but it was incompatible)
10. the mods that are scrapped in this update is unfortunate, I too, loved the mod
11. Barbs mods compliment each other nicely in my gameplay on huge size pangea plus map with king difficulty. wasn't able to finish the game because of time.
 
[Major bug] Caravan didn't create road for me even after finishing route.

8. don't freak out when screen turns black for a few minutes.. the game is loading, slowly. LUAJIT use is advised
I use it and my bro too. It helps but after 120 turns on standard speed we couldn't play on huge map. Now we are testing standard map and was ok. Only few desyncs.

Read some notes in my previous post. I edited it few times without refreshing the page so you could miss something. :p

[Bug?] I have an issue with the Economics mod. I have GPT+40 and avery turn my counter pass zero, shows -30 to -50 and then 0. So I have 0 all the time. Should be like that? I have stagnation right now. (EDIT: And my units was disbanding even when I had +55GPT!!! ;(). I read on the steam page of the mod that people has the same concern about this mod. Think about removing it and testing more.

[2 Bugs] See the picture below:
https://zapodaj.net/8503f7a6792cc.png.html
I recaptured city states city conquered by barbs.
1st bug is that after capturing I couldn't choose annexing, razing or giving back city to cs.
2nd - as you can see some of terrain of quebec was cut after barbs took it from cs. So it's now floating island of montreal. It looks awful. (EDIT: After one turn those tiles came back to me.)
3rd? Nation state with Quebec shouldn't be named as Canada (now is Quebec) and first city of Panama Nation State should be named Panama City (now is Panama)?

[Visual Bug] Economic notification on the upper bar overlaps resources starting from iron.
 
Last edited:
Thank you by taking my post in count and nerfing the xp, as soon as I finish my current game i will download the nmh13, I really like this modpack, i've been searching for a modpack with the VP and other mods for a long time and you're updating this one a lot so that's even better
If you can me and my father would really aprecciate adding some other civs like the JFD civs packs into the modpack.
I don't know about the compatibility of the mods but I remember reading in other thread that the JFD civs are very compatible.
Sorry for the bad english :cringe::lol:
 
If you can me and my father would really aprecciate adding some other civs like the JFD civs packs into the modpack.
I don't know about the compatibility of the mods but I remember reading in other thread that the JFD civs are very compatible.
Sorry for the bad english :cringe::lol:

Here is the list of compatible civs with VP. But personally I think only few of them fit the climate of civ.

https://forums.civfanatics.com/threads/vox-populi-compatible-civilizations-showcase.574461/

There is also fact that this is modpack and mods compatible with VP may not be compatible with other component. I think civs could be added when nmh confirm that this version of modpack is in its final state. For now there some bugs and problems which need do be resolved.
 
Last edited:
I looked at the content of your modpack.
There's a mod folder called "Unofficial Vox Populi Patch". Description says it will conflict with any other release of VP than 9-17 and you used the latest one 9-27. Will it work?

There was problem with Fasil Ghebbi wonder in Enlightment Era mod. Did you manage to repair that or author did some bugfix?

And those two barbarian mods. Are they compatible with each other?

I also noticed that all mod regaring to XP gain was deleted. Good for now. If you really want to put them back you need to to this carefully.

And "Historical religions". I will miss that one.

EDIT 1:
[Major bug] I tested this mod "Fantastical map" (not Fantasia which is brilliant) and it's broken. When you choose it game crashes after clicking start game. Same was when I used only lua file from the mod. Delete it.

[Major problem] I mention this befor but I need to this again. When you put Enlightement Era mod game loading time is few times longer. For test I created duel map, nothing serious. With your previous modpack loading took 15-30 secs. Now it was 5-7 min. When I played with my bro on standard map, I used to have few desyncs where loading screen appeared. With this problem multi for me is barely playable. With standard map its as far as I remember 15 minutes or more. It's good mod, one of the best I've seen, but not for multiplayer purpose. Please delete it.

[Unexpected change] Buying out icons in queue from city view dissapeared. They were really helpful.

[Minor bug] Flags mod shows random icon over units having "Viking" promotion. Each unit has different icon.
All the slowness and lagginess may have come from economics mod. While it does show the miscalculation, it works but too heavy for ones computer. I have to see why units disband as i have not gone on the aggressive style in a long time. Nothing to do with EE or other mods, until i see otherwise. the buy button comes from improved city view. i want apply the massive changes in in-game map bc1 has created in his EUI modpack

I see maps does not work on custom modpack, like custom communitas by Gazebo. I'll look it up for more information.

Thank you by taking my post in count and nerfing the xp, as soon as I finish my current game i will download the nmh13, I really like this modpack, i've been searching for a modpack with the VP and other mods for a long time and you're updating this one a lot so that's even better
If you can me and my father would really aprecciate adding some other civs like the JFD civs packs into the modpack.
I don't know about the compatibility of the mods but I remember reading in other thread that the JFD civs are very compatible.
Sorry for the bad english :cringe::lol:
Here is the list of compatible civs with VP. But personally I think only few of them fit the climate of civ.

https://forums.civfanatics.com/threads/vox-populi-compatible-civilizations-showcase.574461/

There is also fact that this is modpack and mods compatible with VP may not be compatible with other component. I think civs could be added when nmh confirm that this version of modpack is in its final state. For now there some bugs and problems which need do be resolved.

I will also look into adding new civ into the game as i'm always using one since day one. Thank you @adan_eslavo for the link. It's in my wishlist for awhile now actually and don't worry, i love all your reply daniel!

[Major bug] Caravan didn't create road for me even after finishing route.

I use it and my bro too. It helps but after 120 turns on standard speed we couldn't play on huge map. Now we are testing standard map and was ok. Only few desyncs.

Read some notes in my previous post. I edited it few times without refreshing the page so you could miss something. :p

[Bug?] I have an issue with the Economics mod. I have GPT+40 and avery turn my counter pass zero, shows -30 to -50 and then 0. So I have 0 all the time. Should be like that? I have stagnation right now. (EDIT: And my units was disbanding even when I had +55GPT!!! ;(). I read on the steam page of the mod that people has the same concern about this mod. Think about removing it and testing more.

[2 Bugs] See the picture below:
https://zapodaj.net/8503f7a6792cc.png.html
I recaptured city states city conquered by barbs.
1st bug is that after capturing I couldn't choose annexing, razing or giving back city to cs.
2nd - as you can see some of terrain of quebec was cut after barbs took it from cs. So it's now floating island of montreal. It looks awful. (EDIT: After one turn those tiles came back to me.)
3rd? Nation state with Quebec shouldn't be named as Canada (now is Quebec) and first city of Panama Nation State should be named Panama City (now is Panama)?

[Visual Bug] Economic notification on the upper bar overlaps resources starting from iron.
caravans build road even before they finish trade.. odd

sorry for your units getting disbanded, not getting the same results like you tho, will do couple of plays

i'm going to do a button for cultural capital and economics mod beside the world congress and stuff possibly.

hex and conquer do that in wars. they give unclaimed lands to people who can work it. cannot annex? i've changed the commands in both barbs mod, possibly the reason..
 
Top Bottom