thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

Just want to make absolutely sure, this mod doesn't alter anything related to resource harvesting, does it? This because I found out that when I am standing on a not-yet-discovered strategic resource, there is a harvest button for my builder, which apparently doesn't happen in the base game, and this mod is the only one of all the ones I use that even just might change something about harvests (the other mods being related to map creation and the AI).
 
Yes, this mod does add in resource harvesting (Update 1.2.3). It should not allow harvesting of undiscovered resources, though - sounds like a bug which I will look into.

It doesn't allow it, but it shows the harvest button like it does when you stand on a resource that you don't have the technology for to harvest yet.
 
Is there something I need to do besides overwriting the XML files to get the icons working? I've done so but the new icons just appear blank (i.e. no icon).

I'm running some other mods:
  • AI+
  • Chao's Quick UI
  • Detailed Worlds
  • Larger Worlds
  • Tomatekh's Historical Religions
Plus all DLC.

The Historical Religions mod also requires replacing an XML file in the Icons folder (but none of the ones your mod touches).
 
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On the topic of icons and stuff, I remember reading somewhere that it was now possible to (or someone figured out how to) get them working without overwriting anything. Do you know anything about that? Because I'd prefer not overwriting any base game stuff. It feels risky. For so long I'm fine without any icons though.
 
On the topic of icons and stuff, I remember reading somewhere that it was now possible to (or someone figured out how to) get them working without overwriting anything. Do you know anything about that? Because I'd prefer not overwriting any base game stuff. It feels risky. For so long I'm fine without any icons though.
I feel the same way. It would be nice to have those icons, but I don't want to mess with any code to get them. As it is, I'm happy playing the game without them, because the new buildings etc. are so cool.
 
the test of time mod adds icons without overwriting them ask horem how he did it.
 
Hi -
I just wanted to say that I have been enjoying this mod a lot. Thanks for all the great work!
At the top of this page you mentioned that you were going to issue an update. Now that we know the Aztecs unlock did not include any patch, so you have any progress to report?
 
Does this mod have icons now? That would be a major boon to the feeling while using the mod. Currently, the Omnibus-added buildings take on the icon of a previously built vanilla building or district.

Also, I've noticed severe imbalances using Omnibus with Re-Districting by anansethespider. Would not recommend using the two mods together without a rebalancing compatibility patch mod, though the game is playable.
 
Is anything happening with this mod? It's been quite a while since we've seen an update... :sad:
 
I imagine he's busy. Really enjoying the mod! I've been testing it in multiplayer and wanted to highlight two bugs I found. I don't know if it is a result of his tinkering or something somewhere else.

The hoplite units for Greece (Gorgo) are supposed to gain a +10 combat strength bonus when adjacent to another hoplite unit. Currently, that's not happening. The hoplite unit is gaining the +10 combat strength bonus when adjacent to *any* unit, even enemy units.

The text shows as red (which I guess means it is supposed to be inactive) but the total at the top showing all modifiers includes the +10.

So, Greece is currently having a lot of fun smashing things!

Another bug I noticed. When the Romans captured a Russian city, it built a monument and a road to the newly captured city. However, in the menu for production choices, the monument still shows as a build option.

Oh, and I am playing on version 1.2.3 all features enabled, with detailed worlds mod.

That's all for now. I'll let you know if I find more!

Edit: apparently the monument duplicate fixed itself in a later load.
 
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Sorry for the silence guys - yes, I've been pretty busy!

The mod is NOT dead, just to lay that fear to rest if anyone was worried. There's a couple of reasons for my current silence on it though:
- As stated, I've been pretty busy :)
- I'm peeved at Firaxis for their absolute failure to provide promised mod support (don't worry, this won't stop me from modding though)
- I needed a bit of a breather as I had been modding at a pretty breakneck pace up until the new year

As always, you are more than welcome to make changes to the mod as well (in fact I uploaded it to github so people can easily do exactly that!), but I will continue to update. I've got plans :) They will probably just not come as quickly as they did before as I think the mod is in a pretty decent place overall right now - several bugs and issues notwithstanding.

I'm incredibly grateful for all of you who have downloaded and play the mod, and your feedback is very important to me! It is not being ignored, I promise. Your patience is very much appreciated.
 
This mod is the best of both world --- a combination of villa experience and improved. I still want sewers' cost cut by half.
 
Are you planning on adding any districts? I feel like the districts of the base game are "figured out", so to say, and by now we know which ones to build and which ones to ignore.
 
Are you planning on adding any districts? I feel like the districts of the base game are "figured out", so to say, and by now we know which ones to build and which ones to ignore.

I actually prefer the approach this mod has taken--don't add new districts, expand the current districts with new buildings, including more mutually exclusive buildings.
 
Agreed, more refined way than adding oodles of new districts, imo.

Kinda depends, imo. I certainly like the way TCS took so far, but that doesn't mean that you have to unlock all districts but three by the early medieval era, nor that every district has to be about exactly one yield or gameplay mechanism and exactly one district per yield or gameplay mechanism. For example, I had an idea flying around for a lategame R&D District, which focuses on a hybrid of science, production and gold, granting a little bit of all three and focusing on adjacency bonuses with certain other districts (commercial hub, industrial zone, campus, aerodome, spaceport) while not having other adjacencies.
 
Originally posted this in the wrong thread which led to much awkwardness...

As someone who hasn't played Civ 6 since early December, I tried this mod alongside the AI+ mod.

Must say, this mod addresses some massive pet peeves I had, specifically:
  • Overhaul of the policies is fantastic, especially early game. I actually have to think about which one I'm going to choose;
  • Really like what has been done with the districts and their buildings (how all the districts have a choice with the final decision and the inclusion of some early game buildings which help low production cities); and
  • Pacing of the game (due to I'm guessing tech tree layout, costs, and additions) feel much better. I actually get a chance to build things before progressing to the next era.
Really enjoying the game now. Actually the point wondering why I'm anticipating the next patch when its not going to be anywhere near as substantial as this mod.

Interesting choice you've made with the strategic resources & units. My pet peeve is why Civ 6 changed the Civ 5 resource model (which i consider to be superior). I like what some other mods did for Civ 5; strategic resources were only required for offensive line of units, so a Civ could defend itself it it didn't have any. The Civ 5 strategic resource model also allowed for some mods to incorporate a resource cost into some buildings which i thought was a nice touch.
 
Must say, this mod addresses some massive pet peeves I had, specifically:
  • Overhaul of the policies is fantastic, especially early game. I actually have to think about which one I'm going to choose;
  • Really like what has been done with the districts and their buildings (how all the districts have a choice with the final decision and the inclusion of some early game buildings which help low production cities); and
  • Pacing of the game (due to I'm guessing tech tree layout, costs, and additions) feel much better. I actually get a chance to build things before progressing to the next era.
Really enjoying the game now. Actually the point wondering why I'm anticipating the next patch when its not going to be anywhere near as substantial as this mod.
I really should have said more before this about how much I love this mod and why — except now I don't have to, because kruszelnicki said it all for me!
:hatsoff:
 
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