Sid Meier's Civilization V

Sid Meier's Civilization V

Eras - Atomic Age
83 commenti
Aviator11 20 gen, ore 14:18 
Will there be a future era one made at any point? I want to play a full game with the tech tree maxed out and based on warfare but cant do it currently because of the future tech constantly increasing maintenance cost to the point no one can afford units anymore. Information age as well for the age of jets and modern tech but without GDRs, XCOM, and Stealth bombers
Daymanic 8 nov 2023, ore 18:50 
If you're an idiot like me, you have to start the game from the mod menu. Don't go back to the main screen after selecting the mod.
ZerKa 26 ott 2023, ore 6:33 
When this mod are activated, I cant choose construction for my city, need help
Tricky Dick 21 set 2021, ore 10:26 
Can you make the same mod but instead of removing all of the techs just remove all of the stuff you get from the tech in information era so that it can be used in modded multiplayer?
Gandalf3019 18 ago 2021, ore 8:40 
In v13 isn't added +1 gold and culture when Future Tech is researched. I think it is because of missing these parameters in the xml file:
<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>
BlouBlou  [autore] 7 dic 2020, ore 4:14 
@The Don Hong

GLADYA LIKEIT MAN! :D
Hongo 6 dic 2020, ore 18:24 
THIS SHEET IS FACKIN EEPIK BROUW
Mr Fallacy 7 ott 2017, ore 11:50 
Will you ever be adding your eras mods into civ 6?
Arik_Taranis 27 lug 2016, ore 4:22 
could you make a mod witch lets us start in any era but it starts at 0ad?
BlouBlou  [autore] 26 mar 2016, ore 20:43 
@Ravidalfs

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!
Ravidalfs 25 mar 2016, ore 11:41 
Is it possible to lock eras acording to specific civs? Just for historical fidelity.
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.
J Kagamine 18 mar 2016, ore 18:43 
Thank you it works perfectly now and also thanks for regarding the people who don't like to use espionage. :)
BlouBlou  [autore] 18 mar 2016, ore 15:13 
UPDATE V.13

- 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.
BlouBlou  [autore] 18 mar 2016, ore 15:13 
@J Kagamine

Done!
BlouBlou  [autore] 18 mar 2016, ore 14:33 
@J Kagamine

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.
J Kagamine 18 mar 2016, ore 14:31 
yeah.
BlouBlou  [autore] 18 mar 2016, ore 13:17 
@J Kagamine

Did you disable espionage in your game?
J Kagamine 18 mar 2016, ore 12:57 
Ok i started a new game with the "american domination mod from envoy" and your "atomic era mod" but the i still can't build a barrecks, but if you can fix this thank you and if you can't that is ok.
BlouBlou  [autore] 16 mar 2016, ore 20:34 
@J Kagamine

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.
J Kagamine 16 mar 2016, ore 18:43 
In the V.12 update i was using a custom civ. mod that made a special barracks for that civ. but with this update now i can't build barracks at all. Is there a way to fix this or are the mods just not compatable anymore?
BlouBlou  [autore] 15 mar 2016, ore 17:26 
UPDATE V.12

- '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.
BlouBlou  [autore] 12 mar 2016, ore 20:44 
UPDATE V.11

- The Future Tech "Progress" now provides a +1 culture and +1 gold, along with bonus score, everytime it is researched.
Emperor's Finest 4 mar 2016, ore 12:30 
Does this work in multiplayer?
StoneHeart 5 ott 2015, ore 12:30 
I love this mod,but cant u put rocket artillery?In ww2 we have katyushas and panzerwerfers!
BlouBlou  [autore] 2 ott 2015, ore 17:47 
@Iggnsfz

Glad you like it,

Thanks for your comment! =)
lggnsfz 2 ott 2015, ore 12:16 
thank you so much for explaining, like your mod.
BlouBlou  [autore] 28 set 2015, ore 10:06 
@iggnsfz

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.
lggnsfz 28 set 2015, ore 1:22 
after playing a long time in atomic era, think want to keep going to later era, is it possible to disable this mod for the saved game so later techs will be unlocked?
BlouBlou  [autore] 16 ago 2015, ore 14:47 
The goal of theses mod is to block the game to a specific era. you cant block the tech tree at medieval and atomic era at the same time.. that just dont make sense.
Thadom69 16 ago 2015, ore 11:59 
Why cant we have a mod that impliments all of your mods into one tech tree.. i do play long games
BlouBlou  [autore] 26 mag 2015, ore 12:08 
@kaiju

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.

Spaceman27 26 mag 2015, ore 9:24 
Is it possible to change the skins of the trade units, like the cargo ship ? It really doesnt fit into the WW2 feel of the mod when they have the more 90s to 2k appearance. Is it possible to use the skin of the transport ships from i think the industrial era and up to make it fit better into the overall theme ?
andrewbrisson 1 mag 2015, ore 17:40 
@BlouBlou

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 ?
TearsInRain 30 mar 2015, ore 9:08 
Wow. Ancient comment, but I only just came back here.

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!
BlouBlou  [autore] 20 nov 2014, ore 13:28 
@TearsInRain

But paratroopers played a major role in WW2. I think their presence is justified.
TearsInRain 20 nov 2014, ore 6:53 
Using that other mod to remove nukes is a good compromise. Thanks.

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.
BlouBlou  [autore] 11 nov 2014, ore 19:40 
@TearsInRain

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!
TearsInRain 11 nov 2014, ore 17:40 
Really pleased with the updated version of this mod. Really nicely done.

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.
BlouBlou  [autore] 8 nov 2014, ore 10:02 
UPDATE V.10

- Fixed a file corruption caused by a Failed Upload.
BlouBlou  [autore] 7 nov 2014, ore 16:11 
@tapelius

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 =)
Ventress 7 nov 2014, ore 12:42 
thanks for answering :) no problem this far. i was also abit scared that since it will favor some civs on others it would take same civ twice when im having many civs, but thats not happening either. thanks for great mod btw. its so stupid that they didn't make possible to have marathon length research but quick length production and building speed... i know there is some mode that make reseach take longer, but they don't work well.
BlouBlou  [autore] 5 nov 2014, ore 9:31 
@tapelius

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!
Ventress 5 nov 2014, ore 9:06 
does this mode interfere with skin mods like R.E.D?
BlouBlou  [autore] 19 ott 2014, ore 10:34 
UPDATE V.9

- Fixed a Bug that caused the improved version of the artillery could be bought with faith before the required technology was researched.
BlouBlou  [autore] 12 ott 2014, ore 16:58 
UPDATE V.8

- Adjusted and scaled the Future Tech Cost to this era.
BlouBlou  [autore] 10 ott 2014, ore 12:26 
[PIGZ]MrTango

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.
[PIGZ]MrTango 10 ott 2014, ore 11:19 
oh no, youve added an SQL file, what does it do for curiosity (im using it on a modded multiplayer game, xml files only work)
BlouBlou  [autore] 1 ott 2014, ore 20:34 
UPDATE V.7

- Fixed a bug that would cause the Anti-Aircraft Gun to become obsolete with Rocketry.
Tom Beard 1 ott 2014, ore 16:02 
It was my pleasure. I just love the WW2 theme. Gotta have my A-Bombs and Battleships!
BlouBlou  [autore] 1 ott 2014, ore 13:31 
@TomBeard

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!