I have a question about the Shang UA. Are the faith boosts just one-time things, or are they permanently added onto the faith per turn?
One-time.
I have a question about the Shang UA. Are the faith boosts just one-time things, or are they permanently added onto the faith per turn?
For a general update, if I'm a little quiet lately it's because I'm currently trying to fix a few bugs I've discovered in my mods.
In terms of modding and Civ V and Civ VI, it's safe to assume that Poverty Point and the Olmec will be my last real Civ V projects. This is more a realistic predication than anything else; I usually only release a new civ once or twice a year so any new project started now would likely not be completed before Civ VI comes out. Both Poverty Point and the Olmec are largely finished except for art assets, so they're more likely to have everything come together in time (though, even if they don't, I'm still committed to releasing them after Civ VI, if it comes to that). For the Olmec specifically, I'm going to try and contact Leugi again and see if he's willing to post the files. Though the plan was always for Leugi to post the civ, I'm sure neither of us want the work already done on it to go to waste and would also prefer to release it before Civ VI. So, if that's the only real option to achieve that, I'm going to see if I can move the long delayed project forward.
In terms of Civ VI specifically, I don't know. Honestly, I'm in a very different place now in terms of time constraints and real life responsibilities than I was when I started modding for Civ V. So, I don't know how much I can really commit to modding for it. I would like to do some stuff, but maybe that will have to translate to only releasing a few key mods/personal favorite civs instead of anything ongoing. In general, I also don't like to mod for Civ (as was the case for both IV and V) before an expansion or two is released. This is both in terms of just having more options to take advantage of and not wanting to waste time modding something that's potentially added later in an official capacity. I also would prefer to take some time and learn the new game's mechanics instead of just trying to port abilities based around Civ V (and that might not really work in VI) all in an effort to get a mod out quickly/first. Porting non civ mods, like Historical Religions or Prophet names (if they're still needed), is something that you're more likely to see from me early on (and would likely be easier to do anyway assuming religion is in at base).
As for my existing Civ V mods, I will continue supporting them for bugs and stuff, but will likely wind down making any real changes to them. So, if there's anything you don't like or would like to see potentially changed in my current mods (change a civ's abilities / add a new religion to HR / etc.), now's the time to post it. If you do have a suggestion, please also post an explanation
I always felt like the hittites UB had a bit of an iroquios problem in that in many starts it is worse than vanilla, harrapa sewers could also use a bit of a minor boost so they aren't totally redundant with tradition if you go that route. Kongo I also feel is a bit underpowered/vanilla feeling and could use a little boost in the ua. Everything else I think is pretty good with the civs as far as I have played.
I echo the idea that the Harrapan UB is a little weaker than it need be. How about a boost to being built in river cities? Like a simple food boost or something? Or give it a food boost by default and make it maintenance free in cities on rivers? After all an abundant source of flowing fresh water aids greatly in building a sewer system.
I still think the Champa elephant should get a little bit more of a bonus, as they are not that great at seigeing cities but they are too weak to use in regular combat.
I just feel like the elephant is worse than the crossbowman and the trebuchet at what their specialties are, and just something more (+1 sight, Woodsman, more defense) would make it more unique and less underpowered.
I have a question about the Shang UA. Are the faith boosts just one-time things, or are they permanently added onto the faith per turn?
I'm eagerly awaiting the launch of the Community Balance Patch (CBP) or to be named Vox Populi, although I'm somewhat worried some of the excellenct mod-civs I'm playing won't support it.
Are your civs compatible with the CBP or if not, would you consider providing that support?
With the changes Vox Populi will bring + a large number of exciting civs, I'm sure I'll be playing civ5 still for quite some time, at least until after the first expansion for civ6.
Runtime Error: Assets\UI\FrontEnd\GameSetup\UniqueBonuses.lua:218: attempt to call field '?' (a nil value)
I got this after I enabled Xia(latest version)
actually I am also confused by this error. It happened after I updated Xia........
I do not use EUI, what I enact are CP, EE, IGE, eD, cultural diversity, and many custom civs I using for a long time
edit: v55 works well
actually I am also confused by this error. It happened after I updated Xia........
I do not use EUI, what I enact are CP, EE, IGE, eD, cultural diversity, and many custom civs I using for a long time
edit: v55 works well
]I'm not sure exactly where to post this, but because I was playing as one of your civs and two of the civs around me were made by you I thought I'd post it here. As you can see in the attachment there are some issues with the city labels (I'm not sure what their technical name is.) My capital's is frozen from what it was several turns ago. In the upper left it shows that I am actually building an archer and not a scout and that my population is 4 and not 3. In addition you can see that Kiev is messed up as well. I am using EUI, the latest CBP (Vox Populi), the latest CiD, RtP, CulDiv, Barbarians Evolved, your other civs and many of JFD's civs.
None of my civs edit those screens/toolbars, so I'll say it's unlikely to be coming from my civs (though, I'll go through the files again just to make sure). EUI, CBP, and JFD's mods, though, very heavily edit the various info screens (I know JFD's CiD had some issue with the city info screen when I recently added CiD compatibility for Xia). If I had to guess, one of those mods recently updated a specific info screen and the other mods haven't yet adjusted their files for the update or one mod needs a compatibility file to work with the other. JFD or Gazebo might be able to offer more insight than I can.
CID's CityBanner is borked
I had a feeling it was one of the other mods, thanks for helping me out.
Such as?
Lots of help. Thanks.
If you could post your Lua log to the CID thread, I could perhaps discern the specific issue. It is likely an untoward interaction between the other mods you're using.
Such as?
Lots of help. Thanks.
If you could post your Lua log to the CID thread, I could perhaps discern the specific issue. It is likely an untoward interaction between the other mods you're using.