Unity Mod

Maybe that helps:

http://forums.civfanatics.com/showthread.php?t=385189

If i am using solely TBC and CSD without UT, i can load save games.

The problem did not occure with UT 13 and CSD 20 (but the promotion prob) . Hope that helps!

Thanks again for your immediate response and help. I will not play without your mod!! TBC,CSD and UT are essential for me
 
v15
- Fixed some bugs
- Updated game text

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I messed it up with an SQL command I hadn't used before, but all should run and load together now.
As punishment, I've polished the game text; in particular the Civ traits and promotions.

Always learning! :mischief:
 
v16
- Combat & Range Combat strength: Mobile SAM: 18/46 (40/-)
- Fixed some minor bugs
- Updated more game text
- Icons of attributes lost with upgrade changed from gold to silver
- TBC v71b11 compatibility tweaks and fixes

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Just tried v16 with CSD and TBC 71b12.

A fewof anomolies occurred - the B17 shows up for the Americans rather than the Pioneer Fort, and when the game is started, the TBC UI along the top doesn't load (instead there is an error msg from TBC stating the above), and the tech tree is corrupted.

Cleared cache, used recommended load and enablement order (CSD, TBC, UT), etc. Without UT things appear fine.

Hope you can find the issue as your changes in UT make the game much better, especially with CSD and TBC.

btw, is Thal still using a version of Barbarians in TBC? I don't see it listed under what is included.
 
v17
- Technology: +10% WorkerSpeedModifier with following Technology: Wheel, Construction, Engineering, Metallurgy, Steam Power, Electronics, Nanotechnology

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CSD v21 + TBC v70 or v71b12 + UT v16-17 works together.

Deleting the cache folder isn't really the best method to make mods work together. Rather try following method while running the game:

1. Run the game and go to the Browse Mods menu
2. Install any mods
3. Alt-Tab out of the running game and filebrowse to the C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS folder
4. Move every mod folder inside into an empty folder, e.g. \Sid Meier's Civilization 5\Patch or better into a newly created \Sid Meier's Civilization 5\Backup folder. Best to move out each mod's folder one by one, otherwise the cache isn't always updated
5. Tab back into the game and check if the mod list in the Browse Mods menu is empty
6. Tab out and move every mod folder from \Backup back to \MODS but only one by one in the proper activation order and not all at same time!
7. Tab back into the game and activate all mods again in the proper order

This is my method I constantly use while testing mods what always works.

You don't necessarily need to move every single mod's folder out and back in, especially if it is a mod like CivWillard, Improved Demographics, and InfoAddict. Such UI mods can usually be safely installed and activated in whatever order. Installation order is also important because this often causes cache problems.

The installation and activation order is critical with CSD, TBC, and UT together:
1. CSD (otherwise you can't build diplomatic units if applied after TBC)
2. TBC (that includes some CSD compatibility tweaks that only work if applied afterwards)
3. UT (that does a reverse roundhouse kick to TBC unit changes and also includes CSD compatibility tweaks. It also runs alone or with CSD together without TBC and adjusts accordingly)

You can quickly see if all was properly applied without starting a game if the Civilizations have a new formated description and new entries, like 10% Combat Bonus in Desert.
UT (re-)introduces more unique units but only two unique objects can be displayed in the Civ selection and loading screen at same time. Don't worry, everything unique from TBC is still there, e.g. America with Fort (TBC only), Minuteman, and B17 or England with Longbowman, Huscarl (Viking DLC only), Man-o-War, and Steam Mill (TBC only).

If someone has compatibility problems with other (small) gameplay mods then tell me. Just don't expect any compatibility with rather exclusive large mods which introduce lots of new unit stuff.

PS: Barbarians! v5 has been in TBC since v69+ or so included. You can exchange the Barbarians - Rules.xml file of TBC with the Barbarians! v7 one if you rather like to play with larger spawn numbers, some AI tweaks, and without XP-cap. Unit-Tweaks v16-17 includes certain Barbarian changes of v7. If you play UT without Barbarians! or TBC v69+ then the Barbarians behave similar like in vanilla.
 
Your approach to accomplishing the installation sequence resolved the compatability problem I was having. Thanks.

One very small observation. With UT, the American's are still showing the B17 as a UU in addition to the Minuteman, replacing the Pioneer Fort that is present without UT. However, upon starting the game, the American Tech Tree in fact makes all 3 available. Without UT the American Tech tree only makes the Pioneer Fort and Minuteman available.

Nice to be an American! :)
 
I edited my last post and explained about the UI restriction of two unique objects per civ but keeping all additional unique stuff. What is shown is depended in which order the objects are loaded by the game/mods. All unique unit attributes are lost with upgrade anyway. I don't think I have brought any civ totally out of balance so far.
It's also quite fun to play England now with the powerful land unit Huscarl that was exclusively fooling around only in the Viking-DLC scenario.

The more the merrier. Cheers! :D
 
v18
- Included Barbarians! mod in all its glory and infamy
- Included Native Terrain mod
- Technology: Moved WorkerSpeedModifier from The Wheel to Masonry
- Attributes: Keshik received "Penalty Attacking Cities (25)" like any other Archery unit
- Civilization Traits: Arabia: Added Oasis to Desert Dweller trait
- Civilization Traits: Egypt, India, Songhai, and Babylon received "River Dweller": all military land units have a 10% Combat Bonus in Flood Plains and Marsh

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Saved games from v17 should be compatible even if you haven't played with Barbarians! mod before. You can even have both Barbarians! and UT running at same time, so you can still play on with a game session were both mods were installed. No guarantee though.

UT is still compatible to the TBC mod although Barbarians! is already included there, but don't play with all three mods together because Barbarians! isn't compatible to TBC.

If you play with R.E.D. mod then install and activate it after UT. After starting a game, check the Civilopedia if all unit variants have the same stats, e.g. resource requirement of Modern Armor units.
If there are differences then use the installation/activation method of post #65.

May the Units be with you!
 
v19
- Fixed unit availability bugs
- Technology: Industrial Era: Moved Destroyer from Electricity to Radio
- Technology: Industrial Era: Moved Submarine from Refrigeration to Combustion
- Technology: Modern Era: Moved Commando from Refrigeration to Radar
- Technology: Modern Era: Moved Nuclear-Submarine from Computers to Nuclear Fission
- Technology: Modern Era: Added many prerequisite technologies to slow down technical advancement
- Technology: Future Era: Stretched technology advancement

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The Artillery and Carrier made an unintended time-walk to later tech, that's why the quick-fix update.
The Ironclad should have more time to joyfully sink all those wooden Frigates now, and the Giant Death Robots will have to wait until very, very late in the Future.

PS: The Tech-pipes look a bit broken in Modern Era but all should work as prerequisite.
 
v20
- Barbarians: Added Chariot Archer "Harasser"
- Barbarians: Removed Giant Death Robot "Rogue"
- Barbarians: Delayed availability of Barbarian units to one tier later
- Barbarians: Experience cap fighting Barbarian units set to 100 (Level 5)
- Combat Modifiers: Barbarian Encampment: +25% Defense
- Technology: Many prerequisite-tweaks to Technology Tree for slower and plausible advancement
- Technology: Bronze Working reveals Iron
- Technology: Moved Outrider to Horseman
- Technology: Moved Harbinger to Knight
- Technology: Moved Skirmisher to Cavalry
- Technology: Moved Destroyer and Submarine to Battleship
- Technology: Moved Bomber to Fighter
- Technology: Moved Anti-Tank Gun to Tank
- Attributes: Added +25% Defense Bonus in rough terrain to "Survivalism"
- Attributes: Added "Withdraw from Melee" to and removed "Defense Penalty (50)" from Lancer units
- Attributes: Added missing mounted Recon units to "Penalty vs Mounted (50)"
- Attributes: Removed 50% Defense Penalty in rough terrain from "City and Rough Terrain Penalty (50)"
- Attributes: Added 200% Defense vs Bomber units next to Siege units to "Hovering Unit"
- Attributes: Changed "Bonus vs Helicopter (100)" to "Attack vs Helicopters (100)" giving +100% Attack Bonus versus all Helicopter units
- Civilization Traits: Germany: "Furor Teutonicus" trait makes Barbarian units always join side and give 25 Gold upon defeating inside an encampment
- Incompatible to v19- saved games

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The Technology Tree looks still very similar to vanilla, so there is not much confusion. I mainly connected units that are somehow related to each other.
For example, Knight (Chivalry) and Longswordsman (Steel) have a similar research path now, so both units will appear roughly at same time. I also set a logical path from Horseman over Chivalry to Lancer and finally Cavalry.
There are also hardly technology-paths anymore that let you race through eras by skipping many other technologies. The additional prerequisite paths should still make sense and slow down advancement, like more turns between Rifleman and Infantry.
The Industrial and Modern Era takes much longer to pass from WWI over WWII to Modern Era.
 
I am unable to load a saved game with the current version of this mod. Anyone else having load issues? The only other mod I am using is the perfect world map script.

-Hrnac
 
Loading saved games from v20 should work but not any from v19. I made a note about that in the v20 history.

I just removed all other mods but UT v20, started a game as America, placed my city, clicked some turns on, and saved. Loading within game and from main menu worked.
I also had made a quite long session yesterday where I often loaded and it was working pretty fine.

Attach your saved game here if your game has really been started with v20. Maybe the log file will spit out the truth.
 
v20 looks great.

I am currently in a v19 game, and was just now AMAZED that the Arsenal & Forge also apply to
:eek: SPACESHIP parts!

Don't know if this is because of the mod or it's always been this way.
 
Nothing to say...

I tried Thalassicus Balance Combined with unofficial patch but its too slow...

I liked your Barbarian Mod, i'm happy it's included into this pack...

I will try your tweaks...

Hope your tweaks evolving into integrated tweaks mod...
Apparently it's your goal to renite all your tweaks...

What are your plans for the future ?

Do you plan to add new buildings ?
For more progressive evolution through the games ?
Because i like buildings for enforce economy before starting a war...
 
@Hrnac

I try to avoid saved games incompatibility but sometimes I remove a feature again because not every new idea turns out to be a good idea.
It's one reason why I don't bother playing on large maps anymore, because I constantly like to tweak on settings which possibly screw up my session.

This time, it was the Barbarian Mech. I know not many like the Giant Death Robots, and I also think they somewhat out of place compared to the rest of the available units. My mod doesn’t offer any additional future units and possibly never will due lack of new unit graphic. The Giant Death Robots available to Civs already need 3 resources now what makes them more like prototypes. It looks silly if Barbarians have a lot more available than any Civ then.

@Jaybe

No idea what you mean. I just did two quick games with v20 without any other mod and together with TBC v72. Spaceparts don’t receive any levels or promotions.
There were certain minor incompatibility issues with v19 and the last few (beta) TBC versions but those should be gone with v20 (until tomorrow when the next beta build arrives ;))

Dunno if the issue above has/had something to do with TBC, but some TBC features, for example my increased Barbarian spawns and the TBC-Germany’s ultimate conversion trait don’t work well together, so I have to put a damper on the TBC settings sometimes.
Or the Spoils of War policy feature of TBC-Honor tree is also giving way too much gold per unit at moment what can easily be exploited by farming barbarian units. I like to fence with Barbarians, so TBC features have to go once in a while.
The problem is that I often can’t adjust new implemented TBC features without blowing up compatibility to vanilla. The game hates meddling with parameters that don’t exist, even if I add an "exists TBC feature x" condition, hence I have to completely delete and replace TBC stuff with vanilla or own features. I’ve never bothered to learn LUA programming so far, so my possibilities are limited.

@Lachlan

TBC isn’t really slowing down the game start or loading games that much. It gets really slow if you add many custom wonders, R.E.D. modpack, and Building Made Fun.
You could delete or put an underscore to the folder name of "TBC - Thals Balance Combined" and play only with "CiVUP - Civ V Unofficial Patch" from Thal. Then you play at least without any other bugs.

I included Barbarians! because it’s easier for me to manipulate all (my) units then in one mod.
Native Terrain is such a minimod without much gameplay impact that I also added it to shrink the mod browser list. Its settings also help sometimes to get civilizations and their unit features onto the proper terrain.
Native Wonders will never be included to UT or any combo-pack because it makes a too drastic change to wonder building. It turns wonders into Civ features where others could complain it’s totally out of balance; and they are probably right. It’s just a personal taste of mine to get rid of the wonder-race.

Building-Mods like "Building Made Fun!" should work together with UT because I don’t really change technologies, only connections. I tested it a few versions earlier. I’m not sure right now if my latest v20 changes could have messed up something in combination with this building mod.
I tend to play with TBC, therefore I haven’t tried other building mods so far. It’s quite tricky to get TBC running together with other mods, especially if there are daily beta updates people like to play with.
Units and combat alone takes a lot of time that I haven’t made any building changes yet. Actually, I don’t feel the urge to do so because I rather enjoy unit action.
I guess I’d have to create a new mod with a new name then if I start to change buildings too. :D
If anyone has building-suggestions related to units then I’m fine adding those to UT too.

I once created building requirements for units but this gets too fussy. For example, Factory needed for more or less all modern mechanical units. In the end, I had created so many restrictions but basically gained nothing. City States would have been crippled too much, and it wouldn’t have been a lot of fun anymore playing on small map sizes with less resources.

The AI, responsible for unit action, is also something I’d like to see improved like everyone else, but experimenting with that is also very time-consuming.

Okay, enough words for now. :)
 
@Jaybe

No idea what you mean. I just did two quick games with v20 without any other mod and together with TBC v72. Spaceparts don&#8217;t receive any levels or promotions.
There were certain minor incompatibility issues with v19 and the last few (beta) TBC versions but those should be gone with v20 (until tomorrow when the next beta build arrives )

No TBC involved, just U-T and Dale Kents Advanced Civ Ranking Popup (v 1). As I was building the last ship part it listed the +40% hammers for domain type. I checked to confirm I hadn't built a spaceship factory -- I don't THINK I missed seeing it. Perhaps it was just the data tables; I had a power outage during this game.


If anyone has building-suggestions related to units then I&#8217;m fine adding those to UT too.

Single-tier buildings in industrial age for air & naval units grant 15 XP. Could just mod it into the Military Academy, or have separate air & naval academies. Should have some prerequisite (e.g., harbor) or be even more expensive to compensate.

--
Minor beef: siege & air units have just the one choice for their 1st promotion (LoS & range). There really should be SOME alternative for each.
 
I tried version 20 late last night with the perfect world map script and the game crashed when attempting to load the saved game. It looks like there may be an issue with the perfect world map script as I had no other mods running and started a new game with version 20. I will test this again tonight.

-Hrnac
 
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