WHoward's Pick 'N' Mix Mods

The code that allocates the AI's GW/artefacts into buildings is NOT the "chuck it in the first available slot" code that is used when a player gets a new GW/artefact. And the AI code is modded to be fully aware of banks/unis (or any other building generating non-culture yields) ... and the standard code is also very good at maximising the AI's tourism output (will always try to create "sets" to get the bonuses)
 
Many thanks to Tomahawk.nsk for various Russian translations
 
Any mod updated today is just a translation (except for the 34/43/62 civ variant of the DLL, which brings that up-to-date at v80)
 
@Promotions - Crossovers:

Even though the "Mustered"-Promotion -which is added by this mod- has the <ShowInUnitPanel>0</ShowInUnitPanel>-tag, it is still visible in the UnitPanel. Is this a small bug or do I need another specific mod to make it work?

I also noticed (with the help of the FlagPromotions-Mod) that only player-units seem to receive this promotion. Does the promotions-crossover/update still work for AI units, too?
 
or do I need another specific mod to make it work?
Any mod that contains a modded UnitPanel.lua that understands <ShowInUnitPanel>, eg Condensed Promos or Steampunk Airships

I also noticed (with the help of the FlagPromotions-Mod) that only player-units seem to receive this promotion. Does the promotions-crossover/update still work for AI units, too?
Ooops! That mod's almost four years old and you're the first person to notice (or at least care enough to flag it up!)

In PromotionsCrossover.lua, "Events.ActivePlayerTurnEnd" needs to be replaced with "GameEvents.PlayerDoTurn"

But that whole mod needs a re-write ... "-- If only there was a UnitUpgraded event ..." as there's now such an event!
 
Hm, so it won't work with EUI (as it also modifies the UnitPanel.lua).
But when you can use the new event, the Mustered-promotion and therefore the <ShowInUnitPanel> would be obsolete anyway, wouldn't it?

So maybe I just wait if there will be an update someday. :)
 
I'm toying with the idea of adding Espionage Mapping to my list of mods, and the only reason I haven't used it so far is that I wasn't sure if the new mechanic also works for the AI and in multiplayer.
Can the AI use it as well and is there anything that might conflict with MP?
 
Don't think there's anything that would conflict with MP, pretty sure a couple of players have used it in a Hot Seat game.
 
The AI won't use it. The AI pretty much only cares about the land in it's immediate vicinity. And if it did reveal terrain on the other side of the map it would probably try to forward settle it, so best not to confuse the poor thing. It's only really humans that want to know what's around the corner or over the next ridge!

I wrote it a) to satisfy my curiosity as a player as to what's on every tile of the map, and b) to pass the time while waiting for spies to steal tech or perform coups - as they are mind-numbingly passive otherwise! Same for Espionage Reports, which is pure fluff from spies making educated guesses if there are foreign spies in the city they are defending
 
Good stuff. I appreciate whoward69`s mods and fine it hard to play Civ without at least a couple of them.

My thanks.
 
Hi W

I'm using UI - Promotion Tree (v 15) and have a bug where no matter which unit is active when hitting the button only my initial unit (a spearman) is shown in the Promotion tree. I'm using a lot of other mods, e.g. CPP, RtP, EUI, but I cant seem to find any dublicate files.

Nothing in the logs.

Any idea what's going on - have you seen this before?

PS: You change you minion-avatars faster than I change my underwear sheets :)

\Skodkim
 
PS: You change you minion-avatars faster than I change my underwear sheets :)

My plan is to get 366 of them - and drive everyone nuts!

Not seen or heard of this before, but as this is a UI mod, my first suspicion would be something EUI is doing
 
I'm having troubles using Religion - Civ Specific Religions with custom civs. It works perfectly with Firaxis civs, I've added their 2nd to 7th preference and when their 1st preference is taken they move down the list. But custom civs I've added to the SQL table disregard their 1st preference entirely and move on directly to their 2nd even when their 1st (listed in their own mod files) was free to take. I'm wondering why that could be, because I edited the .modinfo file to reference the custom civ mods so that they would load before Religion - Civ Specific Religions.

Have I missed something, or should I simply go about and add their 1st preference in the SQL table aswell (even though that isn't necessary for Firaxis civs)?
 
As was discovered some time ago, if a mod has two dependencies (A and B) this does NOT mean load after both A and B have loaded, but after at least one of A or B has loaded. Sounds like you have a load order issue - solving these is a PITA

Best bet would be to edit your copies of the custom civs to make them depend on "Religion - Civ Specific Religions" and then edit the custom civs for their own additional specific religions
 
The railroad artillery unit doesn't appear in the game, even though i only have DLL, Railroad Artillery and IGE enabled
 
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