I was also gonna ask if you are ever planning on limiting the amount of Govnt traits, and ideologies and such? Or do you plan on leaving them the way they are in case someone wants to go for the Utopia win?
Hey D, really like the way the mod is progressing. Just a little thing; when playing in strategic view the units and resources take on the images of the "old" values. So, for alligators the image says oil, and for the rocket launchers it looks like infantry. The resources aren't too bad because the game still makes the right recomendations, but for the units, it does get confusing. Is there a way to have the new unit flags show in strategic?
Btw, I haven't played in a while, but when I do I'll give a detailed account. Thanks for the mod.
Ok the ai is now trading very better. Last version all resources from them where about 100-600g, now 10000 and more.
The policies hf factor is still not working,
And please add the dom of cologne, each time i see the dom and realize it is not a wonder i am
do u have any idea y earth map crashes and terra has no resources?
The sixth is yours!
Not sure if any of this has been stated.
If I play in the mode that is like chess I get no ctd or any problems except that American Infantry has no symbol so they are hard to keep track of through modern era. When playing in normal mode I get crashes every few turns starting around turn 210 year 1500AD.
Anyone having problems with loading save games? I'm not sure if the add new resources makes that savefile anymore to check if it needs add resources.
Yield Icon Manager
XML Error
Hi,
I greatly improved the display of yield on the map to make more visible the quantity of yield.
Here's the zip file : YieldIconManager.zip
Hi,
The errors I noticed in the XML files:
- CIV5Resources.xml, line 177 : RESOURCE_GEM instead RESOURCE_GEMS
- CIV5Buildings.xml, lines 5088 & 5132 : RESOURCE_HORSES instead RESOURCE_HORSE
- CIV5Buildings.xml, line 486 : BUILDING_MEDICAL_LABORATORY instead BUILDING_NATIONAL_LABORATORY
- MonopolyBuildings.xml, lines 8725 & 8730 : _MEIDUM_ instead _MEDIUM_
- MonopolyBuildings.xml, lines 4612, 5659 & 6328 : BUILDING_NUCLEAR_MONOPOLY instead BUILDING_URANIUM_MONOPOLY
- CIV5Buildings.xml, lines 4998, 5006, 5083, 5126, 5150 & 5198 : RESOURCE_CATTLE instead RESOURCE_COW
- ResourceNew.xml, lines 415, 451 & 475 : TERRAIN_GRASSLAND instead TERRAIN_GRASS
- CIV5Improvedments.xml, line 671 : TECH_BIO_MEMORY_IMPLANT doesn't exist
- FreePolicies.xml, lines 827 & 832 : POLICY_PARLIMENTARY instead POLICY_PARLIAMENTARY
- Governments.xml, line 921 : BUILDINGCLASS_FUSION_PLANT instead BUILDINGCLASS_FUSION_POWER_PLANT
- CIV5Units.xml, line 2246 : UNIT_SLAVE doesn't exist
It's all for now ...
This mod looks so naisee. Btw, I fixed my crashing issue by downloading the latest version of this mod.
Anyways, I think it would be interesting if you were to implement a system with religion that would allow certain civs to have a high chance of adopting religions that their civilization has in real life. for example
Harun al Rashid - 65% chance of converting to Islam
Isabella I - 65% chance of converting to Christianity
Darius I - 65% chance of converting to Zoroastrianism
Oda Nobunaga - 65% chance of converting to Buddhism
Wu Zetian - 65% chance of converting to Confucianism
Genghis Khan - 65% Chance of converting to Taoism
Elizebeth I - 65% chance of converting to Christianity
Ramesees - 65% Chance of converting to Islam
Gandhi - 65% chance of converting to Hinduism
Excellent! The new yield icons really stand out well.![]()
Hi,
The errors I noticed in the XML files:
- CIV5Resources.xml, line 177 : RESOURCE_GEM instead RESOURCE_GEMS
- CIV5Buildings.xml, lines 5088 & 5132 : RESOURCE_HORSES instead RESOURCE_HORSE
- CIV5Buildings.xml, line 486 : BUILDING_MEDICAL_LABORATORY instead BUILDING_NATIONAL_LABORATORY
- MonopolyBuildings.xml, lines 8725 & 8730 : _MEIDUM_ instead _MEDIUM_
- MonopolyBuildings.xml, lines 4612, 5659 & 6328 : BUILDING_NUCLEAR_MONOPOLY instead BUILDING_URANIUM_MONOPOLY
- CIV5Buildings.xml, lines 4998, 5006, 5083, 5126, 5150 & 5198 : RESOURCE_CATTLE instead RESOURCE_COW
- ResourceNew.xml, lines 415, 451 & 475 : TERRAIN_GRASSLAND instead TERRAIN_GRASS
- CIV5Improvedments.xml, line 671 : TECH_BIO_MEMORY_IMPLANT doesn't exist
- FreePolicies.xml, lines 827 & 832 : POLICY_PARLIMENTARY instead POLICY_PARLIAMENTARY
- Governments.xml, line 921 : BUILDINGCLASS_FUSION_PLANT instead BUILDINGCLASS_FUSION_POWER_PLANT
- CIV5Units.xml, line 2246 : UNIT_SLAVE doesn't exist
It's all for now...
Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did she ever get back to you? I think she would be great for filling out the government pics and/or unit icons.
Thanks... It will in the LPR loader asset when players set their options from advanced setup & also in a number of popups (indirect alternate HOF, statistical compiler, listings, etc). The Timer-meter has it to its left while i'll be flashing a notification when events trigger "Flagged" steps in a runtime LUA verifier gimmick.That looks excellent.Would be great if I could have that appear on the screen when you create a new game with the mod too.
You're welcome,
I Fix just a little error on yield to manage round number yield (for example 6, 7, 8, 21, 22, 36, 37, etc...).
Here the new zip file : YieldIconManager_v2.1.zip
Just curious on these fixes, which I think are great, but will these cause crashes? Im curious in the game what effect we will see happen til they are changed.
Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did she ever get back to you? I think she would be great for filling out the government pics and/or unit icons.
Thanks... It will in the LPR loader asset when players set their options from advanced setup & also in a number of popups (indirect alternate HOF, statistical compiler, listings, etc). The Timer-meter has it to its left while i'll be flashing a notification when events trigger "Flagged" steps in a runtime LUA verifier gimmick.
But this was the "Icon_Button" only - more to come when the initial flowchart methods are done for the Features section of the Concept phase. Right now, i'm multi-tasking off & on design and DB slots for the alpha_integrated MODS.
Whys could even provide a function to his Mod-List utility.
Which policy's HF factor? Imperial Cult and Aristocracy or others?
Thanks again.![]()
Hey D looking at the new yield icons from Feuteupool got me thinking about that professional graphics artist. Did HE ever get back to you? I think HE would be great for filling out the government pics and/or unit icons.
...
Hi
For the fanatics of 2D View, i made 2D icon of resources .
Here the zip file of 2D Icon Resources : 2DIconResource.zip
![]()