Terra Nostra

Is the Not Another City States Mod embedded with Terra Nostra v6/0 or does it need to be separately installed and activated? Running v6.0 I do see new city names and some of them show no type until you click on them and then can see "progressive" or "scientific." The question is whether they are actually functioning. For example, I allied with one that is scientific and did not not notice any boost in my science. That led me to believe maybe I need to do something additional to activate that mod, just as I have separately installed and activated "Barbarians."

Lovely scenario. I have been playing it through multiple versions and it keeps improving. Currently messing with playing Korea on Emperor level.
 
Not Another City States Mod is embedded, nothing else needed. The city states should sport a new icon also as indication of their type. I can provide a screenshot next week (no mod access now) for reference. As for their functioning: the bonusses are gifted and don't show up in the UI info. For instance an intellectual city state will gift you science at the end of the turn, you can "see" how much by doing giftedAmount = newTechProgress - oldTechProgress - oldTechRate, where "old" and "new" are before and after pressing end turn.

I'll put it in the readme and put in red that it should be read. Great tester info, thanks!
Also very pleased you like it of course :) One more thing I'm wondering is embedding the Tech Diffusion mod, or at least refer to it. I find too many civs can get too far behind.
 
No need to post a screenshot. I see the icons for the new city state types. My comment referred to when one goes inside the Diplomacy window where all the opponents and CS's are listed. The trait type names appear for the "old" CSs, but the new ones (progressive, scientific, diplomatic) are blank although the icons do appear. It's a nit really. More important was knowing exactly what the new types do.
 
The Diplomacy window issue stems from the mod itself, so I'm not going to change that. And nitpicking is OK :) Clarified in the readme.

Furthermore small changes to Japan; Watarishima could grab too much resources. Replaced one cereals by fish near Hokkaido.
 
hey i have a problem on the civ select screen I cant scroll down. So I can only play as france england germany and a couple others. Any idea whats causing this?
 
Yes: the March patch ;)

To play as a vanilla civ it suffices to scroll the civs down before ticking "load scenario", even though your selection will be canceled anyway. Carthage is also available as the "random civ" at the bottom.

To play as any of the other new civs you will have to start a game with another civ, quit to the menu and set up a new game. Now the civs are available.

Me is hoping this finally gets fixed in the July patch...
 
Very fun map & my thanks to Moriboe. I've tried it twice as Germany now. India won a diplo victory the first game. They had 40k gold by the end of the game... The 2nd game is going a bit better for me in Europe, but it looks like India is once again getting way ahead.

Maybe I'll try out Persia next so that I can smack Ghandi down before he gets out of hand.
 
Same experience with Gandhi here. If he performs his initial expansion well, it's hard beating him, short of war. And thinking in the first versions of the map my worry was Gandhi constantly getting smacked! What a little increase in the expansion flavor can do...
 
I downloaded this last night and gave it a try. Couple things i noticed though. When I started a new game, a popup appeared at the top telling me i had 100 turns left, and counted each turn from 4000BC as only 1 year. I'm guessing this is NOT supposed to happen? any idea why?

Also I can only choose form one of 5 civs (civ list won't scroll) and the spoken text when loading for the first time is for the Mongols.
 
That is indeed not supposed to be. You could try running this mod on its own, then gradually adding the other mods you use to see if/where there is a conflict. Also make sure you deleted any old version first. Clearing the game cache before installing mods is also recommended.

As for the non scrolling list: these problems where introduced by the March patch. The following will let you overcome them:
  1. Select the map 'Earth 22' or a variant. Review the civs' traits now; this enables all vanilla civs in the next step, where the info is unavailable. In other words, scroll down a little before loading the scenario.
  2. Tick the 'Load Scenario' option, then select a civ. If you cannot select the civ of choice: take another, start the game and exit to the menu. Try again: now all civs are selectable.
  3. Have fun!
Haven't heard wrong intro speech before :confused: Maybe it's part of the same conflict.

Good luck!
 
That is indeed not supposed to be. You could try running this mod on its own, then gradually adding the other mods you use to see if/where there is a conflict. Also make sure you deleted any old version first. Clearing the game cache before installing mods is also recommended.

As for the non scrolling list: these problems where introduced by the March patch. The following will let you overcome them:Haven't heard wrong intro speech before :confused: Maybe it's part of the same conflict.

Good luck!

Thanks for the help. I admit that I am coming back to Civ V after not really playing it since its initial release, so some help would be appreciated. How do I clear the cache, and I assume I disable other mods by simply disabling them in the mod screen?
 
You're welcome :)

The cache is normally located in My Documents\My Games\Sid Meier's Civilization 5\cache. It's safe to delete the entire "cache" folder.

Disabling is indeed done in the mod screen. Others may recommend to physically move the mods out of the MODS folder to a temporary location to be 100% sure, but I don't think that's necessary here.
 
Thanks, I'll try that later when I next play and let you know how it goes. Do you think that DLC civs (spain, mongols, inca) would cause any issues?
 
That's extremely unlikely. I don't have them myself (except for the free Mongols) so I can't confirm.
 
Cleared the cache, only loaded your mod and everything is working correctly.
 
Yay!

New! Version 7 beta.

I got an idea to make the AI's colonize the new world. Two parts:
  • Pioneer: settler-scout mix with flavors from both units, req Astronomy
  • Pioneers can be gifted by militaristic city states
I could confirm in a standard map test game that they do get gifted, and the AI uses them to found a city, though they may stand idle for a while. On the earth map I saw one gifted that stood around a while and then got shipped back to the homeland :/

In the version here I increased the pioneer's flavors, hoping the AI values them more and uses them to scout. I don't have more time to test the effects, so I was hoping to get some people here to play the beta... I'm very interested in reading your reports! There may be other mods that influence the outcome, e.g. TBC or BMF, which increase the settler evaluation range. Just use the mods you always use!

To add incentive I also added:
  • Mapuche and Tupi city states (inspired by Optik), both militaristic for colonization hopes
  • 3 other militaristic types changed
  • toned down the New Orleans super city location
  • opened up Tibet's mountain plateau; that area was a logistics nightmare
  • tweaked some leader flavors
You can find the file in the downloads database.

edit: uploaded new file
 
Now that I got v6 working, i have been enjoying my Arabian game :) My only issue (if you can call it that) is that several of the African civs use the same leader graphics, so I sometimes cant recall who I am talking to when they pop up to say hi.

Are there any community leaders that can be included?

Keep up the good work!
 
A tip: next to their text box you can see that civ's icon, so you can tell who you're talking to.

There is some leader art available. Congo has a leader scene for sure, and maybe Poland. I didn't include them because until the latest patch they wouldn't show unless you edited some config file (manually, not by means of mod). Unless I can get scenes for all leaders it's not on my todo list either.

I also don't think you can easily do it yourself. New files would have to be included in the mod, which looks something like this in the .modinfo file:

<File md5="A0138F50C8E1EFCDCDE286F3660DC55F" import="1">CiVUP - Civ V Unofficial Patch/Core/Icons/NewPromos256.dds</File>

and I don't know how to generate the md5 fingerprint by other means.

BUT, I welcome any contributions! So if you can find (e.g., look to the Congo topic, referenced spoilered at the bottom of the first post) leader scenes with the proper dimensions (being 1600 × 900 pixels) I will add them to the next version. All depending on your interest of course, up to you :)
 
Bravo, what a good mod. the new civ's make the game feel less naked and the map works out ok but the resource distrabution is less than great. i don't really mind though.

My only qualm is so many leaders have the same leaderhead graphic and ive noticed this in every mod ive played.

do i need to set something differently or is it just a "thing" of civ v modding? (make all player made civs look cheaper by not letting them have real leaderhead scenes)
 
Since the latest patch no settings need to be changed for static leaderhead scenes. But of the civs I included, only Kongo has a custom one. And because 1/6 seemed not worth it, I didn't include it. I am also not skilled enough with graphics to do them myself.
 
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