Test your mettle against the ages of time.
Thanks mate ^^
I tested with just your mod and detailed worlds, no other mods at all, and it did not work. Omnibus works perfectly fine from what I've seen.
I can confirm that on both of your ruleset the mods do work together
dx12 will not effect it.
On my end those mods together are working fine I do find this odd. All I can say is perhaps you may have forgot to add the assets into the base game?
For those of you having issues with Detailed worlds, try this(I included it, could be a load order issue) :- 1002 Beta
Or add this line after <References> in the modinfo of 1001:
<Mod id="f1192e45-6a2d-4ae8-815d-b9de171a9cad" minversion="0" maxversion="999" title="Detailed Worlds" />
I added the assets, only thing I can think of trying is reinstalling civ and putting the assets in again. I used to have MOAR_Units installed, but I don't think that would cause the two to not work together properly.
ToT's assets would overirde MOAR Units, they are the same file names.
Just wondering are you using a mac or pc?
I tried this, it seems to be working great. Thanks!
PC, macs aren't real computers
What Horem put seems to be working, thanks for the help!
That's weird, I can run it fine with ToT and either (or both) of my Detailed & Larger Worlds mods.
Edit: Ninja'd again
just checking! never know 8P
Glad that fixed it for you, just out of curiosity what did you try the Reference or the updated mod?
The updated mod
This did the trick, thanks!
I'm going to make my mod version 1000
Works fine with YNAMP on STandard rules, have not tested the other rulesets yet. If you add a line of code to Gelos's modinfo to reference this mod his changes to War Weariness will overide ToT's, same for the Barbarian mod, Increased range for machine guns and slingers is inlcuded in ToT:-
<Mod id="434d2b10-21f7-408e-998f-b8ecd2791f95" minversion="0" maxversion="999" title="Test of Time" />
Sorry fo bad english.
If i translate this mod on russian language (partially becouse this is so big and possible full after some time or another do it later) do you include this translate in your mod? On current moment i do it for self.
I am not modder of this game and not understand it structure, but can do it by analogy and on current moment check new row with 'ru_RU' in your 'Text' directory XML file and for me it worked.
Yes i would include it.
is it possible to make it so you can build cities in the ocean like in the real TOT?
good question, maybe i dont know have to look into it, but I doubt that would ever be part of the mod. The base game would require alot of changing to make improvements and districts usable on ocean tiles, and I would assume this would require AI work to, and dll modding
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