Sid Meier's Civilization V

Sid Meier's Civilization V

The Garamantes (Brave New World)
97 comentarii
die!!die!! 26 iun. la 4:57 
@PrinceofPlots the garamantes were berber
PrinceofPlots 5 sept. 2024 la 16:17 
You race swapped them.
Tomatekh  [autor] 22 ian. 2018 la 15:11 
Almost all my mods are compatible with JFD's. If you notice something, it might just be due to a recent change in JFD's code and I'll update my mod accordingly.
Darthlox 22 ian. 2018 la 14:05 
is this compatible with JFDLC?
Tomatekh  [autor] 10 iul. 2017 la 15:50 
I'll look into it, thanks for the report. I suspect the other mods hard coded the bonuses to the specific vanilla game features instead of adding more general code that would accomodate mods. I'll see what I can do.
vondraco 7 iul. 2017 la 17:17 
Running into a slight compatibility issue with a few other mods I use. I use both the "Religion - Improved Customization" and "Coasts and Rivers Yield Gold Again" mods. The issue that I'm running into with your mod is that building a foggara eliminates all other bonuses on that tile. If the desert hill is next to a river, with the latter mod I usually get +1 gold, but putting a foggara there eliminates that. If I choose (for instance) the Pantheon belief offered in the former mod which grants +1 faith from desert tiles, again, building a foggara eliminates that. Any workaround that you could suggest? Other than those minor problems on My end, really love the mod.

Oh, and BTW, there is a typo in the Civilopedia text. I think it's in the third or fourth section (the one with the name starting with "C"), third paragraph, first sentence, you say something like "the Romans still saw them as a thread." That should probably be "threat."
Tomatekh  [autor] 6 febr. 2017 la 14:02 
v. 73

-CiD compatibility
Tomatekh  [autor] 6 febr. 2017 la 12:31 
@hrafninn That happens if there's a missing art file, which shouldn't be an issue if you are using Brave New World.
QuantumPaws 1 ian. 2017 la 12:42 
I got a 'load texture error' when accessing the pedia on the Plumed Nomad. Is this corrected in the latest update?
Tomatekh  [autor] 27 dec. 2016 la 20:05 
v.70

-Minor fix to the lua, should still work with the previous version (69) saves.
Tomatekh  [autor] 15 aug. 2016 la 15:04 
Hey everyone!

You might be interested in checking out Leugi's new Olmec civilization for BNW!
Tomatekh  [autor] 7 aug. 2016 la 10:25 
v.69

-Compatability update for the CiD and Future Worlds mods.

If you need the previous version, 68, to continue a save, a download link is at the bottom of the description.
Tomatekh  [autor] 27 iun. 2016 la 14:00 
v.67

-Fixed a minor typo in the lua which could rarely cause problems for an AI Garamantes.

Should still work with the previous version's saves.
Tomatekh  [autor] 11 mai 2016 la 12:55 
Hey, everyone!

I’ve just updated my Benin (BNW) mod with new art by the amazing Janboruta! Please check it out!
Tomatekh  [autor] 8 mai 2016 la 9:55 
Hey everyone, I’ve released a new civ for Brave New World:

Shang (Brave New World)
Tomatekh  [autor] 2 mai 2016 la 9:57 
Hey everyone, I’ve released a new civ for Brave New World:

The Kuikuro (BNW)
Tomatekh  [autor] 1 mai 2016 la 9:00 
Because I also made that version of the Garamantes. The Garmantes included in the Zambezi mod is just the Gods and Kings version of this mod, which I made a few years ago. This version is updated and works with Brave New World (all of the Zambezi versions are only optimized for Gods and Kings).
Tomatekh  [autor] 13 apr. 2016 la 7:00 
Thanks for the feedback. Yeah, I'm still trying to get the civ's balance right since I overhauled it's abilities. They do have a desert start bias, but, as you know, that can be somewhat fickle and mostly only really works on certain maps/sizes. I also want to make the foggara more desirable to build so will probably increase their yield slighty. Units stopping mid movement shouldn't happen, so I'll try to figure out what that is about and implement a fix (if possible)

A canal improvement is tricky as the game engine doesn't really support any form of "land walk" for naval units (though does support water walking for land units). The closest way (without editing the DLL base code) would be to use lua to turn a land tile into coast when the improvement is built and then also allow land units to walk on that tile of coast. But this might cause some graphic issues.
cacamaca8 6 apr. 2016 la 13:42 
Previous comment was much longer and more polite. Unfortunately the limit is set at 1000 characters.

I hope you understand the short version :)

P.S. How can I create an improvment mod like fogarra? I'd like to try to add the (in)famous canal improvement. I've searched for tutorials for modding improvments, but didn't find one. I can use IGE and create coast tiles, but...I feel I should work 20 turns and spend lots of gold for maintenance of 1 canal tile.
cacamaca8 6 apr. 2016 la 13:40 
Communitas, Prince, Played only 130 turns

5 restarts and I've got finally desert 2 tiles away from spawn, so I moved my settler 1 tile. Should be desert biased.

Communitas does not spawn large areas of desert, like vanilla random maps. Full of rivers, also. I guess it’s better using 3 billion age and low rainfall.

No fogarra used. Starting location had only 5 desert tiles, 4 of them hills, improved with mines, of course :) Only 3 flood plains near my second city. I got Petra in Capital (yeah...Prince), and lots of plains and grassland also.

Workers got faster to improvement locations near cities. Only Gustav on continent, so no need for faster military.

Units with bonus movement stop after 1 move point is spent. Need to chose destination again Probably because dynamic bonus.
Got several crashes on load and exit (Communitas, Gibraltar, Krakatoa, Civ 4 traits, Enlightment). I will start a new game, only with Garamantes mod.

And finally: thank you. Great job.
Tomatekh  [autor] 4 apr. 2016 la 13:37 
v62

-minor bug fix, should still be compatible with v 61 saves.
Tomatekh  [autor] 5 febr. 2016 la 7:33 
v.61

-Fixed another instance where the UU might not get double moves on desert (otherwise no gameplay changes).

If you need the previous version, 60, to continue a save, a download link is at the bottom of the description.
Tomatekh  [autor] 17 ian. 2016 la 5:43 
v. 60

-Fixed a bug where sometimes the Plumed Nomad would not have double moves on desert.

If you need the previous version, 59, to continue a save, a download link is at the bottom of the description.
maskejode 16 oct. 2015 la 7:56 
i think the limit is a good idea. I didn't consider the computer spamming but I was certainly building a bunch of them when I played before and doing some spamming of my own. I think it was a bit overpowered. You may have some wiggle room increasing the limit or after you hit the limit, you may allow for the building of regular scouts.
Tomatekh  [autor] 14 oct. 2015 la 14:49 
v.58

- Hopefully, I've fixed the free worker bug
- Based on feedback, the UA now only grants fresh water to cities settled on hill tiles
- Adjusted the decisions for the E&D mod

If you need the previous version (v. 56) to continue a save, a download link is at the bottom of the description.
Tomatekh  [autor] 14 oct. 2015 la 14:47 
@maskejode

I'm really glad to hear you enjoy the civ. One of my favorite things about the Civ series is also occasionally learning something new, which is why I especially love fan mods. Ancient Libya is a personal favorite of mine, so I am happy that I was able to share some knowledge regarding it.

My decision to limit the UU was mainly because I was afraid the AI could potentially swarm the map with a unit that requires no maintenance and ignores borders, which could become a huge inconvience just in terms of moving around. If you think the limit is currently too low, I'd be happy to adjust it in a future update
maskejode 8 oct. 2015 la 14:39 
Thank. It makes sense that the tribe thing is an exploration mod thing. Sorry to post here, but I had been using it with other civs and only noticed it with this one thus far. The old version has been a farovite of mine. I exploited the heck out of nearly unlimited nomads, using them to swarm barbarian camps and early civs alike. With Leugi's barbarian enhancement's, I was getting a ton of gold and culture from the plummed nomad swarms. The limit at six does make the civ less overpowered in this sense.

PS. I'm a bit of a world history nerd and hadn't even heard about this civ until this mod. Googled them since and there isn't like a ton of info out there but what I've read was interesting. I like it when I learn something new while screwing around on Civ. It makes all those endless hours of play seem a lot more worthwhile.
Tomatekh  [autor] 7 oct. 2015 la 9:03 
Okay, I think the worker bug has been figured out. I'll try to update the civ soon. In the meantime, it's something that will only ever happen for a human player so just delete the extra worker.
Tomatekh  [autor] 6 oct. 2015 la 21:49 
Thanks for the feedback. I'll look into the worker thing. For the tribes issue you'd need to ask JFD in his Exploration thread on civfanatics.
maskejode 6 oct. 2015 la 20:35 
hello. used to like the old version. Was trying out the new one with Events & Decisions, Piety & Sovereignty, Cultural Diversity, Exploration Continued Expanded, Mercenaries... and i run into a couple of bugs. Workers seem to replicate randomly. You move your worker and another one appears on the spot where the worker was. Seems to happen once you have two workers. Some tribes are also showing up as checkered red/white squares on strategic view. thanks for all the cool civs.
Tomatekh  [autor] 22 sept. 2015 la 10:26 
v.56

-Minor copy-editing and decision adjustment. Should have no impact on existing games.
Tomatekh  [autor] 21 sept. 2015 la 6:43 
v.55

Mod overhaul with new art and abilities. The previous version is linked at the bottom of the description for those who need to continue a save game or want to play with the last build.
Pilatian 18 iun. 2015 la 22:53 
One from MC/Pouakai would be great, to accompany the Scotland civ. JFD severely needs to update things like Lithuania and has way too many projects to do new stuff in my personal opinion >_>
Tomatekh  [autor] 18 iun. 2015 la 22:40 
Unfortunately, I just don’t have the time to mod as much as I used to and am not taking on any new projects at the moment. I’m going to be primarily focused on maintaining and updating my existing mods. However, I know a few other authors who’ve mentioned possibly making Wales at some point.
Pilatian 18 iun. 2015 la 7:50 
Hey, Toma.. would you be interested in Wales, perchance?
Tomatekh  [autor] 18 iun. 2015 la 7:19 
v. 49
-Mod compatability update
-Cleaned up the DoM text
Tomatekh  [autor] 6 iun. 2015 la 23:54 
Hey everyone, I’ve released a new civ for Brave New World:

Xia - Erlitou (Brave New World)
Tomatekh  [autor] 20 mai 2015 la 8:42 
Thanks, I'm glad to hear you enjoyed the mod.

The UU's promotion is done through the XML (meaning it uses the base game mechanics and not rules I had to code in myself) so it should work the same as the Ski Infantry's double movement on snow and tundra tiles. I'm not sure what would cause this to misfire but it'd have to be a flaw in the game itself not the mod. I'll look into it and see if I can't program my own fix. Thanks.
Mojave Neon 20 mai 2015 la 1:14 
I loved this one. It's pretty much exactly what it's advertised to be, which is a desert population growth focused civ. The only issue I ever ran into was that the plumed nomad sometimes didn't get the double desert movement. Sometimes it worked perfectly, but sometimes it could only move two hexes, even when starting its turn on a desert tile and moving only through desert tiles. I couldn't discern any noticeable pattern in when the double desert movement worked and when it didn't, as the failures seemed to be completely random.
Tomatekh  [autor] 4 febr. 2015 la 21:16 
Thank you, I'm glad you are enjoying the mods. I plan to continue to update the mods in the future (hopefully another art update at some point). Let me know your experience playing the civ!
Nkrumah 4 febr. 2015 la 19:18 
Thanks for adding the Tauregs to the Game! They have always been a Major force in the Sahara and Basically have their own rouge state in the Sahara. You seem to be the only modder out there who realizes there are African Civilizations too. Thank you Teri maa!
Tomatekh  [autor] 26 ian. 2015 la 6:43 
Sorry for another update so soon. Added support for a few more mods. I figured it's best just to do it all at once.

If you need the previous version (44) to continue a save, a download link is at the bottom of the description.
Tomatekh  [autor] 21 ian. 2015 la 9:48 
Fixed a compatability issue with my new Caral mod. Added support for some more YnAEMP v 23 maps.
Tomatekh  [autor] 18 ian. 2015 la 6:19 
Crash fix for those of you having problems (update the Timurids to the latest version if you also use that civ).
Tomatekh  [autor] 17 ian. 2015 la 9:09 
-Minor art update (map, UU icon touch up). Fixed some issues with E&D compatability.
Tomatekh  [autor] 2 nov. 2014 la 14:01 
Added support for the Cultural Diversity mod, if you need the previous version to continue a save (39) a download link is at the bottom of the description
nix 9 oct. 2014 la 7:56 
it's okay, no worries
they mostly appeared every turn, one per turn, but one turn about seven of them appeared at once, so i decided, why the hell not? And conquered Egypt in about 2 turns. Same with Sweden later, needless to say it was a blast, but it felt very cheaty so i deleted the save
Tomatekh  [autor] 9 oct. 2014 la 7:41 
Yeah, sorry about that. A simple typo when I coded everything. The bugfix will work with older saves, so it will stop more from spawning, but it won't retroactively delete anything. I'd suggest just deleting all but one war chariot manually in-game if you want to continue the save. Again, sorry, I'm usually better at catching bugs like this.
nix 9 oct. 2014 la 4:05 
oh is that what that latest bugfix is about? i haven't downloaded it yet
nix 9 oct. 2014 la 2:36 
help i enacted the first decision before researching the wheel and now i have hordes of war chariots coming out of garama and i'm losing gpt