SMAN's Omnibus Mod

sman1975

Emperor
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Just published, a consolidation of my favorite mods, with an intent to expand late-game playability, overcome resource deficits, etc. It's basically a significant expansion on the admirable Crazy Scotsman's Omnibus Mod - the mod that actually made me like Civ V in the first place... :D

Civfanatics: https://forums.civfanatics.com/resources/smans-omnibus-mod.26313/

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=974882481

Mod is final BETA, and should be stable. Appreciate any feedback on how it plays, what is missing, and any other suggestions on how to make it better.

Thanks!
 
This looks great and I'm excited to try it out, however when I run this mod the unit icons in the game disappear (I can still select units, etc, however I have to remember what's what, and there is no reliable way to see enemy unit health).

I've tried this w/ all other mods disabled - except for Enhanced User Interface (EUI). Playing on version 1.0.3.144.
 
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Thanks, Girder, for the feedback. Have you tried the mod without EUI loaded to see if it acts the same way? I've never seen the icons disappear during testing.
 
I couldn't get the culture screen to open properly. Clicking on the tourism icon opens the cultural victory screen. The one showing influence by civ etc, but the your culture tab, only shows whatever is your first civ alphbetically. That makes it rather hard to get theme bonuses for your museums.

Otherwise, cool mod!
 
Thanks @Hatstand! I'm planning on starting an update to this mod in a couple of weeks - will take a look at this issue and see if I can find a fix for it to include in that update

Appreciate the information!
 
@X_BriX - I'm not 100% sure about the comparability, so I downloaded EE to test it out. I was able to run 2 Live Tuner test games of over 600 turns each with this mod, EE, and IGE loaded - no problems noted. It looks like they are at least somewhat compatible.

I'm not surprised you could see this as an alternative to Future Worlds. I reused several ideas and models from that mod, as I've always thought the late game of Civ V could use some expanding. I mean, you work so hard to get to that point in the tech tree, then *poof* you're done. I think for a late-game only mod, FW is actually quite spectacular. But I generally work on mods I want to play myself, and the ability to flesh out the unit variety and greatly enhance late game, allows me to play a full, deeply-satisfying gaming experience - at least for me. If anyone enjoys it to, then of course that's pretty nice too.
 
@sman1975

Yeah, thanks for testing compatibility. For me FW is just too long - achiving science victory is almost impossible, by that time someone should have already won.

One more question: does it use any custom DLL?

Anyway, im a big fan of your mods. Keep up a good work. :)

EDIT: Civilopedia for buildings and wonders is missing?
 
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Version 4 uploaded. Hopefully fixed a bunch of issues people were having. See Change Notes for more information.

@X_BriX - this mod does not use any DLLs. And the new version should have fixed all the missing Civilopedia entries, although I may have missed one or two.
 
Hi !
I have 2 questions about your mod pack :
- Is this include "2 units per tile" ?
- Do you will add your covert ops mod soon ?
 
It does not include the 2 UPT. I've played around with that a little, but the interface problem is one I don't like. You either make a simple change in the Defines table, something that looks like this:

Code:
UPDATE Defines SET Value = 2 WHERE Name= "PLOT_UNIT_LIMIT";

But it's kind of klunky interacting with the units.

OTOH, you can use a fully defined UI to display the units properly, but this will kill compatibility with any other mod that adjusts the UnitFlagManager.lua (like Simple Icon Lowerer, EUI, VP, probably CBP, etc.).

So, to answer the question, no, the mod doesn't allow 2 UPT. I have a mod I was working on not too long ago that would allow 1-5 units per tile, incorporating Gedemon's "Unit UI for Stacking" mod and a few others. The mod replaced the UnitFlagPanel.lua AND the UnitPanel.lua files, so it killed compatibility with Simple Icon Lowerer, EUI, VP, CBP, Communitas UI, Thals & Barra's Unit Flag Promotions, etc. Since it caused so many issues for some players, I put it on the back burner. However, if I add that capability to just the Omnibus mod (perhaps make it turn-off-able with a simple code change) it might be ok. Will take a look at it and see if it makes any sense. Thanks for the suggestion!

Currently, I don't have any plans to add the Covert Ops mod to the Omnibus mod. Primarily, as I'm not sure exactly where I'm going with the CO mod. At this moment, I'm leaning towards removing the units entirely and simply expanding the Espionage Overview UI to include the CO functionality. It will be much cleaner (therefore stable) code, and much more balanced between human and AI players. I am, at least, making sure the code works with the Omnibus mod so they can be paired together without too much risk.
 
@Enchanteur - just doing a little experimentation on ways to add more than 1 UPT - built a test mod which you can download here:

https://forums.civfanatics.com/resources/sod-this-mod.26687/

It replaces UnitFlagManager, UnitPanel, and SetUnitName UI's, so this will limit compatibility somewhat, unfortunately...

I'll collect whatever feedback I can from this, and probably incorporate it into the Omnibus mod if it works OK. Appreciate any thoughts you have on it.
 
Thank for your answer, I understand more why it's so difficult to add it. I successfully added it to serp modpack (and played a nice game). And there was the UI multiunit manager inside. I presume his modpack was ready for that.
I even don't tried on JFD modpack because it's look to complicated, I don't find where to do it, and I presume the mod isn't ready for that (I added it as single mod, and there was not unit manager UI).
It's really too boring to play single unit per tile. It make me mad. It kill really my gamer experience.
I would really like to play JFD modpack but I don't because of that. So I meanly play the NMH modpack, and Superpower, and Serp since I added 2 units.
 
Expect some major changes to this mod, As Sman and I have teamed up to bring together some great mods, Im sure He will make some sort of official announcement eventually.
 
Hello, sorry if i'm asking something that has already been answered but is there any way this can be compatible with the EUI mod? If so what files do i have to delete/change?
 
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