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<Buildings>
<Update>
<Where Type="BUILDING_PALACE"/>
<Set EnhancedYieldTech="TECH_FUTURE_TECH"/>
</Update>
</Buildings>
<Building_TechEnhancedYieldChanges>
<Row>
<BuildingType>BUILDING_PALACE</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_PALACE</BuildingType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>1</Yield>
</Row>
</Building_TechEnhancedYieldChanges>
GLADYA LIKEIT MAN! :D
Unfortunatly, Ive already tried multiple times to do a mod like this for personal scenarios but ive failed. It would be a much more complicated mod if its even possible!
Example,if playing as na european civ in giant maps as ynaemp and hormigas, one reaches later eras LESS advanced than probably all the native american indians, same for africa. A mod limiting this could be created.
Historically, it would be a lot fun to play like this, specially on higher difficulties. As a reference, Europa Universallis 4 uses some sort of geopositioning scale to set the research and Technologies capabilities of a nation. Europa civs has the highest scale.
Think about it man, love your mods.
- Fixed a bug regarding last update that was causing 'Barracks' and 'Walls' to be disabled in games where the 'No Espionage' box was checked in the advanced setup.
Done!
Yes you probably checked the No Espionage box in advanced setup. After investigating, it is indeed a behavior that wasnt intended in the last update and likely the cause of your problem and not the other mod you are using, im pretty sure they are compatible.
The building must be present even for people who dont want to use espionage in their game. I will fix this, thanks for pointing it out.
Stay tuned for an update of all era mod regarding this in the next hour.
Did you disable espionage in your game?
I think your problem is that you updated the mod in the middle of a game. You need to finish your game first because it was started with the previous version.
In term of compatibility, the new effect on barracks affect the building class (so any custom barrack will get the changes) so normally, no problem here.
It wont change the tooltip in civilopedia if its a custom civ tho, but the effect will be applied properly and is still compatible.
Starting a fresh new game on fast speed or using IGE would allow you to confirm this. Get back to me once tested. if i can be of help ill check it out.
- 'Barracks' and 'Walls' now also act as a early counter-espionage building by reducing enemy spy stealing rate by 10 each%.
- Building 'flavor' have been adjusted for 'Barracks' and 'Walls' to add espionage flavor, so the AI will also use them as counter-espionage buildings.
- These changes also affect all unique Barracks and Walls like Krepost, Ikanda or Wall of Babylon.
- The Future Tech "Progress" now provides a +1 culture and +1 gold, along with bonus score, everytime it is researched.
Glad you like it,
Thanks for your comment! =)
This mod not only lock the tech tree, it alters it, it also alter and add units. So it would be impossible to disable it mid-game.
Since it alter these kind of data, the game force you to enable the mod before loading your game. If you start a game with the mod you are bound to it.
unfortunatly, these 2 skin are actually the same one (in term of programming), the skin change occur at fixed moment upon researching certain technology and cant be treated separatly since it is hardcoded. It would need to be a totally different skin from another unit. Maybe some other naval unit from earlier age could fit, it need to be investigated.
Hi ! I would love to play Civ V with your Mod, but the problem is I don't know where to download it (I have a mac, maybe that's the problem).
I know how to make mods work and how to unzip a mod, but my question is, where can I download yours ?
Absolutely, paratroopers should be in in the Atomic era mod, they DO belong in WWII, and gameplay is less interesting without them.
My issue (and it really is just a tiny quibble - I LOVE this mod, it's my favourite of all the Eras mods, and I love most - all? - of them), anyway... My issue isn't with them existing, it's with their uniforms and weaponry.
They're equipped like paratroopers of the 60s or 70s, rather than WWII. In WWII, the paratroopers looked just like other troops.
Tiny quibble. Been playing this mod again for the last couple of weeks. Great work!
But paratroopers played a major role in WW2. I think their presence is justified.
One thing that has occurred to me playing a game using this mod on a huge map for the last few days (not 24/7, don't worry) is that the paratroopers look out-of-place.
I'm pretty new to modding, so I don't know if it would be easy/possible to do this, but it would be nice if they could use the normal infantry skin instead of their own.
Im glad you like these changes :) thx for your comment.
About the Atomic Bomb, its a common debate around this feature. But there is a mod in the workshop that only disable the bomb, if used in conjunction with this one, its compatible.
Good day!
I played one game through with the mod as shipped, then I went in and moved the atomic bomb into advanced ballistics. Personally, I prefer to play the WWII aesthetic games with no nukes. While nuclear weapons were used in WWII, they didn't define it.
Thanks a lot for updating it, with or without atomic bombs, it's massively better not having the 60s rocket stuff mixed in with WWII infantry and planes.
Leaves open an option, though, of having a kind of "late atomic era" mod, which is 60s cold war era in style. Could be an interesting game, I might play around with that myself when I have time.
- Fixed a file corruption caused by a Failed Upload.
Yes, when you mod the research time without increase production as well, this break the AI diplomatic feature and cause weird behavior on them. Thats why i made these mod in the first place =)
I cant never sure about compatibility with anther mod, since i dont know their code.
But in that particuliar case, if your mod only affect Unit Skin and not the technonology Tree im pretty sure its compatible.
You should try it :)
P.S. This is the Atomic Era mod, but for the Modern era mod in the same collection thau , there is a unit reskin that may affect your skin mod, but with Atomic i think you should be safe.
Good day!
- Fixed a Bug that caused the improved version of the artillery could be bought with faith before the required technology was researched.
- Adjusted and scaled the Future Tech Cost to this era.
I was forced to use some SQL trick to keep the mod compatible with both G&K and BNW =) .
I basicly put what is exclusive to BNW in a SQL.
- Fixed a bug that would cause the Anti-Aircraft Gun to become obsolete with Rocketry.
Every update has its risk! :) Thx you for finding this! i will prevent this unit from becoming obsolete and publish an update in a few moments.
thx for reporting this!