When using a modpack you have to edit "CIV5Units.xml" and "CIV5Units_Mongol.xml". you can find them there: Sid Meier's Civilization V\Assets\DLC\ZMP_MODSPACK\OverrideHi! I've recently switched to using this mod and have enjoyed it, but one thing I don't like that was changed was Spain's bonus. I liked the ups and downs of original Spain. I went into the spain file in \Assets\DLC\ZMP_MODSPACK\Mods\(2) Vox Populi (v 17)\Database Changes\Civilizations\Spain and tried to remove everything that seemed to be relating to the current one in the unique ability section, and updated the traits that had been set to 0 back to values of base game, but I don't see the effects going into the game. Is there another file I'm supposed to be changing or is there somewhere I'm supposed to save it to? Sorry if this is a basic question, my game modding experience is limited to changing modifiers in notepad for paradox games.
Any help is appreciated, thanks!
Civ names by policies is incompatible, it modifies the espionage screen.Hi!
My espionage screen seems to be bugged and I'm not sure why. It's been happening since a couple patches ago, I'm currently on 4.6.2. This is what it looks like when I get spies and click on the spy screen:
The only other mods I have are: Civ names by policies; infoaddict; IGE (but I've gotten this bug with IGE deactivated), and tectonic map script.
Any help is appreciated, thanks!
Thank you!!Civ names by policies is incompatible, it modifies the espionage screen.
I see. Is there a way to change what tech the AI will want to research outside of the DLL?It does nothing, except when AI needs to pick a free tech.
Change what they unlock.I see. Is there a way to change what tech the AI will want to research outside of the DLL?
Yes, I may be wrong but I think that was one of the reasons this project started, because of the stale meta in vanilla civ 5 where it was best to always go tall pretty much.Hi everyone, does this mod changes in any way the 3-4 cities meta (vanilla)? In other words, what is the ideal number of cities to win vs the hardest AI?
Thanks! This mod is awesome.
more cities is usually betterIn other words, what is the ideal number of cities to win vs the hardest AI?
That's quit easy for hem to take it, just move to the forested hill, it gives vision, then go two tiles left. The forest only costs 1/2 movement point with trailblazer I.Really I cannot understad how can that happens:
I have my Warrior unit an Alert position on an ancient ruin
View attachment 689720
On next turn the American Pathfinder pushed aside my unit and took the Ancient ruin
View attachment 689721
????????? AI cheats? JFD's United States mod can do that?
Make a GitHub issue about that is probably a good idea?There is apparently a bug from the base game's source code still in VP, specifically it's the code that strores the goody hut rewards (to prevent getting multiple in a row). It can only ever store two, despite the intent to store as many as NUM_GOODIES_REMEMBERED, which is 3 in the original code. Is that even report-worthy, considering the minimal impact and being there for ages? It just bugs me that it's allowed to exist x)