thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

things look good :goodjob:

changes I'd make:

move the wonders changes to its own file for easier wondrous wonders compatibility

change aerodrome adjacency with IZ to standard so it's as good as the commercial hub adjacency

change commercial hub specialist to 6 gold for better balance vs other specialists ( 2 gold for harbor specialists )

religious CS bonus and scripture policy can be left unchanged since this mod doesn't touch the holy site

add major gold adjacency for entertainment complex to the commercial hub, remove major gold adjacency for harbor from the commercial hub, add major gold adjacency for commercial hub to the harbor, remove minor gold adjacency for districts from the harbor. ( this makes it so you can get good adjacency bonus on the commercial hub even in non coastal cities )
 
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You haven't yet updated the omnibus mod, right? I want to play with your tech tree, it's much better than the original, which has far too few links. In the base game you can literally get to the last tech on the top without researching the first tech on the bottom, and the other way around.
 
You mod looks fantastic Crazy Scot, however, I have tried to start up a new game with it and am still looking at the "Loading, Please Wait..." after 45 minutes. I know it should work, as it did not cut to the "Start Game" screen before CTD. How long does it normally take to load up a new game using the mod? I have given up on the Complete version and am trying the middle grade of TCS Omnibus, same problem.
 
The original Omnibus mod has not been updated to work with the latest patches. Try the TCS Resource and City Specialization v3 file which is posted further up the page. I'm currently working on updating individual components before tackling the Omnibus mod as a whole.
 
Has there been a change to not allow cities with walls to fire on enemy units???

Note that the "full" omnibus mod isn't currently updated for the latest patch and may therefore have some big or even game-breaking bugs.
 
It seems like a great mod (I've played with the TSC City & Resource), but there was some update/patch this morning (9/9/17) that broke everything. I can get the non-complete to work, but what is the point if I cannot use my other mods. So far, everything leads to a Start Game - return to menu fail.
 
No, I disabled the Resource & City mod, figured it is all combined in the Omnibus.
 
To be fair, I am not sure if it was just the attempt at using your files. As of yesterday afternoon, every new game I attempt to create ends in Start Game death. I have changed NO mods what-so-ever. Any advice? I did get a Steam pop up with the updating game window, but that this morning; the problem existed beforehand.
 
TCS,

No, I made no changes to any of my mods. I do not draw from Steam, I download most of them from here or Nexus. I know this is not your area, but figured you might give me a good idea since you are an expert modder.

Thanks,
W
 
Unfortunately really the best thing to do in this type of situation is to test each mod individually. You should take a look at your database logs as well, see what errors are showing up...tho they may not illuminate exactly which mod is causing the issue.
 
Are you a Mac/Linux User? Maybe you were using a mod for Spring patch that wasn't updated for Summer, which just landed on Mac/Linux.
 
Just a reminder for folk wanting to test their mods one by one, that de-activating/unselecting the mods in the game's Additional Content screen isn't enough to make some/most mods stop influencing the game.

You need to get rid of the mods in the "Documents/Civ6/Mods" folder (copy the folder to somewhere safe to not forget what mods you had installed) and simply add them again one by one in alpha-numerical order...
 
I've created a component which grants cities +0.5 production per population. Because it has to be added via lua, the production bonus cannot be reflected in the CityPanel or ProductionPanel without UI modifications, which would render it incompatible with the UI mods. So, as a workaround, a little popup appears over your cities at the start of each turn (like when you clear a Barb camp or Goody Hut). I may integrate this into Better City and Resource Specialization.

20170918154942_1.jpg
 

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