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[BNW] Super Power: Clash of Civilizations - A fully upgraded version of SuperPower

I re-installed the mod but it still didn't work. I deleted the CivV(DX11).exe file and verified game cache. Still didn't work. I tried to play without any mods at all, to make sure it wasn't a vanilla bug, but it worked so it's for sure the mod.

Clean install is everything but "I deleted the CivV(DX11).exe file". Do it ikon106 and make sure you get v.279
Plus : Enjoy
 
Clean install is everything but "I deleted the CivV(DX11).exe file". Do it ikon106 and make sure you get v.279
Plus : Enjoy

I thought you meant clean re-install of the mod.
But I removed the local files and re-installed the game via steam. Booted it up. Still the same problem...
 
Could you plz update your post in Civclub forum www dot 52pcgame dot net, where you introduce SuperPower 5.6
It's difficult to download from mediafire in China, so I have to ask you upload SP:CoC to pan.baidu.com
 
Of all the mods I tried for Civ V the Super Powers mod was easily the best, and now this?! Firaxis could really learn a thing or two from Lincoln_lyf and the ideas he implemented here, this is a huge expansion. Looks like my time is booked this weekend, I'll be busy with this one.
 
I'd like to report some bugs but except a CTD in a stupid condition that I can't reproduce, I can't find any !

So I'll make all my wickedness on what I consider a balance issue : The Unique Legendary Elite & Experimental Units.

Leading the tech tree has always been a key to win at Civilization whatever the version.
In addition, with CoC, the leader of the tech tree has the oportunity to get most of the "Unique World Units".
The result is a big gap betwen the leader and all its opponents. That's what I noticed in the 3 games I played.

To lessen this gap effect I suggest two things.
- A Legendary or Experimental Unit can be built just once. The history recorded only one Bismark or one Big Berta after all.
- When a Legendary or Experimental Unit is killed, it brings something positive for the killer or negative to the looser. I believe something easy to code can be made to do so.

The SR71 "Black Bird" case :
Many nice and innovative concepts are implemented in CoC to ease micro-management. That's great.
Then, come the SR71.
You have to select the unit and click a button at the beginning of each turn to get a combat bonus. It's borring
It brings +25% Combat bonus to all air units. It's too much
The unit looks nice and well designed, but it doesn't act as an unit. We never see it flying. It's frustrating
CoC is a great Mod. Why a so stupid unit is in it? Pease Lincoln, make something about it or at least tell us how to deactivate it.

Oops ! I found 1 bug (at last) :
- Right click on a submarine unit open the submarine promotion in civilopedia instead of the submarine unit.

Typo : civilopedia/EMP Missile
"...your EMP will casue NO effects..."
 
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This looks amazing. I really love Vox Populi but this looks like a solid mod to change things up. I really like that you have 4 unique components.

I've just started a new game with the latest VP, but will try this out this week. Are specific changes to Policies and Religion noted anywhere, or have they not changed much?
 
This looks amazing. I really love Vox Populi but this looks like a solid mod to change things up. I really like that you have 4 unique components.

I've just started a new game with the latest VP, but will try this out this week. Are specific changes to Policies and Religion noted anywhere, or have they not changed much?

SP CoC is like a new Civilization except religions and policies :crazyeye:
We all love VP of course but Super Power CoC is a serious alternative to go exotic. I mean 2UPT, "World Unique Units" and many new concepts never seen before.
Be ready to go in a new world.

Advice : Forget about EUI and restore \assets if you used it with VP

Compatible (and interesting) mods:
UI - Improved City Banner (v 7) : WARNING EDIT . ICB replace the custom city banner view made by Lincoln (Not really interesting then)
UI - Diary (v 21)
Wonder Race (v 3)

Avoid :
Global - XP For Scouting (v 2) - I got weird result with it
Faster Aircraft Animations (v 3) - Planes are already faster
Reduced Unit Graphics (v 9) - CTD
 
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This might not be the best place for this question, but how to I play multiplayer with this mod? I have this mod enabled, along with its dependency mod, Custom Advanced Setup, and Quick Turns.

I have tried using the Custom Advanced Setup scenario to try and play multiplayer, but none of my friends can figure out how to connect.

Any help with this would be great.
 
Two minor bugs detected :

Ramkhamhaeng, leader of Siameses get monks as UU. It replace the missionary.
When I attack them, the inits turn into missionaries and become mine. Then, I can't do anything with it. The command "spread religion" doesn't appear when next to a city.
In the same game, I saw the Ottomans with monks, so it seems that what doesn't work for me works with AI leaders.

The city screen of puppet cities show the content of an other city and the "to build queue" show a list of Wealth items. (copy screen below)
When annexed, all goes well
 

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Just a quick question kind Sir. Is Sukritact's Events and Decisions compatible with this? That's mostly Lua based, and I didn't see anything noted about that in your guide.
Love the mod by the way, my youngest and I enjoy playing hotseat with this mod.
 
This mod looks amazing, so my question is: Is it really that good as it seems to be?

Is it compatible with Artificial Unintelligence mod? Or this mod already has improved combat AI?

I will definitely give it a try while waiting for CIV 6 fix.
 
This mod looks amazing, so my question is: Is it really that good as it seems to be?

Is it compatible with ? Or this mod already has improved combat AI?

I will definitely give it a try while waiting for CIV 6 fix.

Try it and tell what you think about...

I don't think you can mix Artificial Unintelligence mod with VMC v.88
 
Tech tree is broken, no scroll bars. This way I will not be able to research anything past ancient era.
I have all required DLC, I've cleared the cache before starting the game and no other mods.

How can I fix this?
 
Tech tree is broken, no scroll bars. This way I will not be able to research anything past ancient era.
I have all required DLC, I've cleared the cache before starting the game and no other mods.

How can I fix this?

Ran into the same problem when I updated. You need a clean install of Hewards_34Civ_DLL. Should be a link on the main page. Once you got it DL'd and extracted, simply move it into your mods folder.

On a seperate tangent, still waiting on an answer to my previous question concerning Sukitracts E&D.. Please :D.
 
Ran into the same problem when I updated. You need a clean install of Hewards_34Civ_DLL. Should be a link on the main page. Once you got it DL'd and extracted, simply move it into your mods folder.

On a seperate tangent, still waiting on an answer to my previous question concerning Sukitracts E&D.. Please :D.

It didn't help. I've tried both (v 87) and (v 88) versions of DLL mod, but it's still broken.
I was really looking forward to playing this mod..
 
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