WHoward's Pick 'N' Mix Mods

Same post

"Please don't report errors for any mod that doesn't have a yes/YES in the BNW Compatible column"

"Global - Espionage Mapping" is shown as 3 (not yes/YES)
 
@whoward69,

I played a bit with Global - City Working Distance (v 3) and edited it to give 4 tiles distance from city as workable tiles for all cities on completion of Liberty, and ones extra tile distance for The Pyramids, only in the city it was built in.

I tested it and it works fine, may I offer it for upload on this thread for people interested in such a compilation?
 
Not really sure how that differs from "+1 tile on completion of Hanging Garden in the city and +1 to all cities on completion of Commerce" (which is what the micro-mod demonstrates) - it's just a different variation on the same theme, only useful to those players that want that particular combination.

I'd rather not have the thread flooded with "this variation on a mod if you want these specific combinations" as over time it will confuse people as to which are my mods and which are modmods - but feel free to start your own thread in the Mod Comps sub-forum, attach the mod to that and link to it from the post above.
 
Not really sure how that differs from "+1 tile on completion of Hanging Garden in the city and +1 to all cities on completion of Commerce" (which is what the micro-mod demonstrates) - it's just a different variation on the same theme, only useful to those players that want that particular combination.

I'd rather not have the thread flooded with "this variation on a mod if you want these specific combinations" as over time it will confuse people as to which are my mods and which are modmods - but feel free to start your own thread in the Mod Comps sub-forum, attach the mod to that and link to it from the post above.

OK I understand, I just chose conditions that can be fulfilled early on, Liberty is early and in away expansion and labor related, The Pyramids are also early and unlocked with Liberty, on completion of Liberty my fist cities reach their third ring so it's about the correct time. Completion of Commerce happens very late in the game for me, I hardly ever bother with it I rather go with Order.

I chose completion of Liberty just to not enable 4 tiles radius right from the start which many people downloading your mod actually expected (me included).
 
How to handle the civ specific luxuries has been holding up three major mods (Trade Ops, Summary Lux and Overlay Resources) - think I may have finally cracked it!

 

Attachments

  • CivSpecificLux.jpg
    CivSpecificLux.jpg
    42.8 KB · Views: 326
WHoward, Thanks for the great mods. Outside of R.E.D. mudpack and Colored religions these are the only ones I play. I assume that nothing has been pushed since 200 and the list on 180 is still accurate. Will you create a new list or just tell us what has been pushed since 200. Thanks for all the hard work. :)
 
Funny you should ask ... my pushing program just timed out during the update, and I'm currently trying to recover the resultant mess on the nav panel :cry:
 
All support for plain ole' Civ 5 has been dropped - go and buy G&K on sale somewhere!
(So if you're not using G&K and you hit a problem, don't bother reporting it!)

(And again, as I don't play with the CivUP/xEM mods, if you have these enabled and hit bugs in my mods there's no point in reporting them here as I do not have the time to debug CivUP et al.)

All mods should now be "BNW compatible", although for the following mods that means they have been marked as "blocked" by BNW

  • Global - Espionage Mapping
  • UI - Multiple Unique Bonuses (GK)
  • Utils - Civilopedia Mod Entries (GK)

I may get around to making BNW versions of these at the weekend, or I may just play some BNW games!

Known issues, so don't bother reporting these as bugs :mischief:

DLL Various Mod Components 2 Need the up-to-date source adding
UI National Wonder Splash Screens 2 Need images for new national wonders
LiveTuner Tech and Policy Panels 3 Tenets not showing, Piety fails in Industrial?
Global Espionage Mapping 4 Need a BNW variant
UI Multiple Unique Bonuses (GK) 4 Need a BNW variant
Utils Civilopedia Mod Entries (GK) 5 Need a BNW variant

As mentioned above, my ISP timed me out during the last update so there are no "New" or "Updated" categories on the nav pane at the moment :(

The following is the list of mods that were pushed

Spoiler :
Code:
New: UI - Overlay Luxuries
Update: Global - Espionage Mapping
Update: Improvement - Tunnel
Update: LiveTuner - Icon Viewer
Update: NaturalWonders - FountainHealingAdjacent
Update: NaturalWonders - NoFountainHealing
Update: Promotions - Extra Cargo
Update: Promotions - Subs Silent Running
Update: Religion - Civ Specific Religions
Update: UI - Aircraft Status
Update: UI - City Happiness
Update: UI - City Production
Update: UI - Condensed Promotions (GK)
Update: UI - Diary
Update: UI - Enhanced Rankings
Update: UI - Map Pins
Update: UI - Notification Options (GK)
Update: UI - Overlay City Limits
Update: UI - Overlay Continents
Update: UI - Overlay Resources
Update: UI - Overlay Road And Rail
Update: UI - Overlay Wonders
Update: UI - Promotion Tree
Update: UI - Religion Spread
Update: UI - Small Resource Icons
Update: UI - Summary City States
Update: UI - Summary Clock
Update: UI - Summary Luxuries
Update: UI - Summary Shipping
Update: UI - Summary Specialists
Update: UI - Trade Opportunities
Update: UI - Unit List Enhancements
Update: UI - Upgrade Tree
Update: UI - Wonder Planner
Update: Unique Building - Bull Ring
Update: Unique Building - City Gate
Update: Unique Building - Dojo
Update: Unique Building - Patisserie
Update: Unique Building - Schloss
Update: Unique Building - Turkish Baths
Update: Unique Unit - Longboat
Update: Units - Galleon (GK)
Update: Units - Herdsmen
Update: Units - Mech Infantry
Update: Units - Mounted Units
Update: Units - Naval Changes (GK) - Early Eras
Update: Units - No Mechs
Update: Units - Population
Update: Units - Prospectors
Update: Units - Rangers
Update: Units - Steampunk Airships
Update: Units - Sub Upgrades
Update: Units - Super Carrier
Retired: DLL - Various Mod Components (GK)
Retired: Global - Complete Eras (GK)
Retired: Improvement - Airfield
Retired: UI - City Production Queue Enhancements
Retired: UI - Condensed Promotions
Retired: UI - CS View City
Retired: UI - CS View City (GK)
Retired: UI - Found Pantheon Button
Retired: UI - Multiple Unique Bonuses
Retired: UI - Next Turn Clock
Retired: UI - Next Turn Clock (GK)
Retired: UI - Notification Options
Retired: Unique Building - Compendium
Retired: Units - Galleon
Retired: Units - Militia
Retired: Units - Naval Upgrades
Retired: Utils - Modular DiploCorner
Retired: Utils - Modular MiniMap Overlays
Retired: Utils - Modular Summary Bar
Retired: Utils - Modular UnitPanel (GK)
Retired: Utils - Multiple Wonder Splashes
Retired: Utils - National Wonder Splashes
Retired: Utils - Object Database
 
But it seems there are 404 again....

[Very rude words] :mad:

(Learning point: Never update your web site just before you go to bed!)
 
@wuTz - thanks for the list - very useful.

OK. Everything that was supposed to have been pushed last night has been re-pushed. The mods on the list are there, as are a number of others I randomly checked, so fingers crossed!
 
In "UI - Condensed Promotions (GK) (v 8)" right klick on
Unit Name is now "rename", not open "UI - Upgrade Tree (v 7)".

Is this right?
 
Is this right?

Errr no. I'll add it to the list.

(Which reminds me I have three lots of your translations to update as well!)
 
Upgrade Tree, shows no Specialunit only default.

Here the Translation for
UI - Enhanced Rankings (v 10)
UI - Diary (v 14) (update)
UI - Summary Specialists (v 8)
UI - Summary Luxuries (v 11)
 
Whoward69: Is there any way to mod the game so that civ borders do not extend beyond the first coastal hex? IRL nation's have navies to enforce their influence in deep water and actually control little beyond their 12 mile limit or its equivalent. Is modding that something that interests you?

I've added a CityCanAcquirePlot() event, I'll make a micro-mod for it, but the pseudo-code would be

Code:
GameEvents.CityCanAcquirePlot(function(iPlayer, iCity, iPlotX, iPlotY)
  -- If this is ...
  -- ... an ocean plot, 
  -- ... an ice plot,
  -- ... a coastal plot that's not a resource or adjacent to land
  -- then return false

  return true
end)
 
Do you have a raze capitals mod? Apparently rf900 made one, but the link in his sig no longer works :(

I've added a PlayerCanRaze() event for over-riding the default rules.

I'll make a micro-mod but the pseudo-code would be (for example)

Code:
GameEvents.PlayerCanRaze(function(iPlayer, iCity)
  -- if this isn't an original CS capital then return true
  return false
end)
 
I've added a CityCanAcquirePlot() event, I'll make a micro-mod for it, but the pseudo-code would be

Code:
GameEvents.CityCanAcquirePlot(function(iPlayer, iCity, iPlotX, iPlotY)
  -- If this is ...
  -- ... an ocean plot, 
  -- ... an ice plot,
  -- ... a coastal plot that's not a resource or adjacent to land
  -- then return false

  return true
end)

I have no idea what a pseudo-code is, but there is nothing "pseudo" about my appreciation for your time and effort! :king: :D
I look forward to the micro-mod, since I think I can figure out how to put that to work. :crazyeye::lol:

I do think that this little mod will deeply affect how this game plays out in certain respects and will make it seem more realistic to me, for sure.
 
With SummaryClock v8 with BNW, the escape key will close the clock pop-up. Unfortunately, I can no longer use it to bring up the main menu or close the city screen.

I'm sure it used to work before.
 
I've added a CityCanAcquirePlot() event, I'll make a micro-mod for it, but the pseudo-code would be

Code:
GameEvents.CityCanAcquirePlot(function(iPlayer, iCity, iPlotX, iPlotY)
  -- If this is ...
  -- ... an ocean plot, 
  -- ... an ice plot,
  -- ... a coastal plot that's not a resource or adjacent to land
  -- then return false

  return true
end)
Nice, I think I'll borrow this one :D
 
Top Bottom