Sid Meier's Civilization V

Sid Meier's Civilization V

Terrain - Motte-and-bailey Fort
80 条留言
Xyllisa Meem Paradox Station 2019 年 7 月 19 日 下午 7:41 
ah i dont have the denmark dlc, sorry
BlouBlou  [作者] 2019 年 7 月 19 日 上午 5:46 
@Xyllisa Meem Paradox Station

Hello! this problem is usually caused by a missing expansion or DLC. Check the requirement section of the mod description and see if you own the required ones.

Compatibility:

-Require Denmark Civilization (Denmark DLC)
-Require Gods and Kings Expansion
-Compatible with Brave New World Expansion
Xyllisa Meem Paradox Station 2019 年 7 月 18 日 下午 8:46 
having an issue where the fort has no texture and brings up an error message whenever i view it
16BitPotato 2019 年 4 月 10 日 上午 11:44 
Has anyone tested this with Vox Populi?
BlouBlou  [作者] 2016 年 6 月 1 日 下午 9:32 
@Mastergamer

Hi!

With that few information, its hard to troubleshoot. What i suggest is test a fresh new game with only my mods enbaled if it works then that would be a compatibility problem with another modders mod and one of mine, you can do trial and error to find wich particuliar mod and choose beetween the two.

Also, make sure that you have the required expansion or DLC, listed in the mod description you are using. sometimes it need G&k or Brave new world or in some rare case a single DLC.

Also make sure that you always load and start your modded games from the mod menu, not the single player one and once you started a game , most of the time you cant changes mods mid game, you are bound to the mod you were using when you started your game.

Hope it helps, Good luck!
Saladin 2016 年 6 月 1 日 下午 7:30 
hey up i got some of your mods but my game keeps crashes if i use the bridge or upgrade buildings none of them work :(
BlouBlou  [作者] 2016 年 6 月 1 日 下午 6:27 
@Mastergamer

in the mod description you can find a link to all my mods.

http://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=82028925

hope you like the rest of them :)
Saladin 2016 年 6 月 1 日 上午 5:47 
have you made any other improvement mods if so what are the names
BlouBlou  [作者] 2016 年 5 月 8 日 上午 12:47 
@Adrain Shepard

Hi Adrain!

As said in the mod description :

Compatibility:
Require Denmark Civilization (Denmark DLC)

Good day!
Doctor.mdl 2016 年 5 月 7 日 下午 7:11 
i get this error every time i do anything involving a worker

unable to load texture [UnitAction45_DLC_Denmark.dds]

any help would be great thanks.
BlouBlou  [作者] 2016 年 2 月 18 日 上午 10:02 
@Legospy1

As written in the description :

-Makes The 'Motte-and-bailey Fort' (From the 1066 Scenario by Fireaxis) available to workers of any civilization in normal games

=)
Blackstorm 2016 年 2 月 18 日 上午 8:11 
is this only for the english or can everyone build a motte and bailey?
Juper0 2015 年 9 月 21 日 下午 1:58 
@zArkham4269 See - FOB: https://en.wikipedia.org/wiki/Forward_operating_base
not exaclty like a fort, but no eras fort was like its previous areas either.

@BlouBlou [author] what are the chances of adding this to the exp gain from forts mod (or adding it to this)?
zArkham4269 2015 年 7 月 13 日 上午 9:12 
I would think that you'd want to move this to an earlier era and/or move forts to a later one. This is especially true when you look at the art work for forts which is a Vauben fortress which came out much later in response to artillery.

It seems like you'd go moat and bailey, garrison castle then Vauben fortress. Why they can't be used as airbases later in the game is beyond me given how there really is no modern equivalent of a fort. (Firebases don't really count as that's just artillery set to fortifgied)
BlouBlou  [作者] 2014 年 10 月 7 日 上午 5:13 
UPDATE V.5

- Fixed a bug where Mote and Bailey fort didnt properly removed jungle when built on it and was beeing sugested on jungle by worker on auto-build.
Ashrak117 2014 年 3 月 28 日 下午 7:47 
be*
Ashrak117 2014 年 3 月 28 日 下午 7:45 
Ok if you can do this would it me that hard to add a wall? You would build it like you would a road only it would go around your civ or where ever you want a big ♥♥♥♥♥♥ wall. You should do this... FOR CHINA
BlouBlou  [作者] 2014 年 3 月 11 日 上午 9:02 
@Gnc

The normal fort arent obsolete at all versus the motte and bailey, they play 2 different role and balance is already there.

-Normal fort can be built anywhere, even outside your territory and have 2 times the defensive bonus of the Motte n Bailey (50% versus 25%). It also can be used and taken by ennemies.

-Motte and bailey can only be built in your territory, have half the bonus of normal fort and cannot be used by ennemies for defensive bonus, the Ai will know that and pillage it (destroy it) instead of capturing it. But it will do minor attrition damage to nearby ennemies.

So they are 2 different improvement and they play 2 different role.

Regards.
thistlebloom 2014 年 3 月 11 日 上午 8:57 
Maybe as a bit of balance you could make it so this can only built on hills instead of anywhere a fort can normally be built. A bit of a balance feature and to stop forts from becoming completely obsolete.
BlouBlou  [作者] 2014 年 3 月 3 日 下午 8:39 
@128

as said in the mod description, it requires the Denmark DLC.

Regards
medicalman2 2014 年 3 月 3 日 下午 4:59 
Well i got it to load but all i get is an in game error message thats says it load the image. I already cleared the cache so im not shure what to do. The civilopedia shows a big red and green square instead of the image
Raul Pudd 2014 年 2 月 13 日 上午 9:55 
I like this Mod and have made a few changes while incorporating it into my scenario. Thanks for your work.

I was wondering if you could tell me how you get the A.I. to use/build the feature. In my MOD I want the A.I. to build more forts. They don't ever seem to do so. Can you help me with this, or direct me in the right direction?

Thanks again.
Emily 2013 年 12 月 3 日 上午 5:38 
Something to mention is that if an enemy is next to both a citadel and a motte-and-bailey they will always only take 10 damage, ignoring the citadel damage entirely.
I neither expected nor wanted the damages to stack, but I wish it favoured the 30 damage from the citadel over the 10 from the motte, since this means you can't effectively construct mottes within 2 tiles of any citadel.
kongkim 2013 年 8 月 19 日 上午 1:09 
Haha i will say that it has not happen to me in all the games but i play a map with alot of jungle tiles and on that map they was going to it building it everywere on the jungle tiles.
I have all other tiles fully worked out in all my areas and when it set them to auto build they didt that.

Belive me or not but i am really only trying to help you by telling you.

Ps. i expect a SS next time you play. maybe of a naked settler or a dancing bear if you can get that ;P
BlouBlou  [作者] 2013 年 8 月 18 日 下午 5:14 
@kong

no need for a screenshot, i play every game with this mod without the behavior you are mentioning.

Ill get you a screen shot next time ;)
kongkim 2013 年 8 月 18 日 下午 4:13 
i get you a screen shot next time ;)
But i dont have any other mods that do any thing with the workers or auto-build.
BlouBlou  [作者] 2013 年 8 月 18 日 上午 10:21 
@Jeelen

Hi Jeleen thx for comment!

in the case of castle, Fireaxis decided that its a city Building and not an improvement.

good day!
BlouBlou  [作者] 2013 年 8 月 18 日 上午 10:20 
@Kong

The auto-build doesnt spam these fort on jungle at all in my games, if it would be the case then the AI would spam these too and they dont they only build them in some rare case when they would opt for a fort, or a motte and bailey.

Auto-building dont do this, maybe a combination of mods you are using cause thise behavior, but if you use the mod alone or with only mods i made, there wont be any problem.
JEELEN 2013 年 8 月 17 日 上午 12:33 
Don't autobuild?

Lovely mod. would be fun if it could upgrade to a Castle. ;)
kongkim 2013 年 7 月 28 日 下午 2:09 
Nive little mod thing. But my workd spam this on every jungle tile they find. That sux a little. Can't you remove it from their auto build.?
Lokilotus 2013 年 7 月 18 日 下午 7:16 
@BlouBlou Ah :D Well, consider this your reminder ;) That's good to hear- I personally am a fan of expansions, not DLC's. I can see why some people might prefer DLC's, for one reason cost (and considering I'll be living on a student budget shortly I think this might be a bigger factor coming up in my life!), but I'd prefer saving up and getting a bunch of new content all in one, not little changes- I prefer getting the feeling of "Ooh, this is all new and changed! Yay! :D" Because it feels like a familiar concept but a brand new game and that gives me good vibes :D Anyway... I digress- I'll let you know about any future bugs I might find. If I don't find any, then it's plain sailing to my Motte and Bailey! :D

-Loki
BlouBlou  [作者] 2013 年 7 月 18 日 下午 6:28 
@loki

Glad you made the upgrade! i think they stopped the DLC policy and decided to release expantion instead since G&K so you have the full game now and are cleared of any future dlcs,, only good expansions with content =)

About Dlc requirement, i know how to enforece it in the mod code, but its just need to release another version. I dont want to make a release only for this feature so i keep saying to myself ill do it but i forget everytime i update!
Lokilotus 2013 年 7 月 18 日 下午 5:43 
@BlouBlou I found I had like £5.00 in my Steam wallet, so I got the Gold Upgrade- Hopefully no more Graphic Glitch! :D I'll let you know if there's any more problems with the mod, although I don't think there will be! Also, I know some mods disable themselves (I.E They can't be selected on the mod select screen) if the player doesn't have the required DLC- maybe look into that for this one, if people asking silly things about it like I did annoy you ;) Then again, I've never tried modding Civ5 so I have no clue on the limitations. But still, it's an idea :) My other question still stands though, albeit slightly different: What happens if I start a game with a certain mod, and then start it up without that mod? I'm guessing it really comes down to the type of mod, but I'd like to know from a modder for sure :)

Thanks again!

-Loki :)
Lokilotus 2013 年 7 月 18 日 下午 5:24 
@BlouBlou Thanks for the speedy reply, I wasn't wholly sure. I might get it, if it's on offer. Trying not to spend money again, already spent like £100 on games in the summer sale! Denmark is a cool place. I've heard good things :D I'll let ya know if I have any more issues. Also, quick Q, as I don't see myself getting the DLC right at this instant, and I'll probably play Civ again w/ mods before I do- would it still be possible to play my current savegame without the mod, if I started it with it? Or would it crash- or is there no way of knowing? Basically, what'll happen if I unsub from the mod and deinstall it and then try my savegame which was started with the mod? If it makes any difference, I think we (all of the AI's and myself, that is) have all got the tech required to build the MABF. Thanks again for the quick response! :) -Loki
BlouBlou  [作者] 2013 年 7 月 18 日 下午 3:27 
--------------------------------------------------------------------------------------------

Compatibility:

-Tested for Brave New World Expansion and fully functional.

--------------------------------------------------------------------------------------------
BlouBlou  [作者] 2013 年 7 月 18 日 下午 3:27 
@Lokitus

Hi loki, You anwsered your question yourself when you said that you read in the mod description that it require Danemark DLC and that you dont have it =)

you should get the dlc its very often at -75% like not even 2$, and danemark is a cool civ.
Lokilotus 2013 年 7 月 18 日 下午 1:52 
BlouBlou, just a quick heads up, and I don't know if you can do anything about it, but the texture for the MABF is just a red square wherever it appears (I haven't seen one as of yet built in-game so I can't comment on that), and an error message appears, about a missing texture somewhere. You can see my Screenshots of Civ 5 to see what I mean, on my profile. However, I did read above about 1 minute ago that this required the Denmark DLC- so I'm guessing it's related to that (I don't have the DLC- only the expansion packs and anything that ships with them). So, instead of complaining about that, I'm here to ask if you could possibly make the mod so it ships with the texture? If not, that's cool, I just won't use it until I get the DLC :) It does however sound like a neat idea :)
BlouBlou  [作者] 2013 年 6 月 27 日 下午 4:20 
@Dwarven

Nope, all my mods are on steamworkshop only. If you have a problem downloading with steam you should try the troubleshooting section of this mod, its probably a cache issue and there is a solution in it.

Regards.
ElderDays 2013 年 6 月 27 日 上午 6:56 
Is there a manual download for this?
pdonettes 2013 年 4 月 29 日 下午 9:34 
Thanks for the tip. Thats just what I need. I do use your promotion mod also. I use most of them I think. lol
BlouBlou  [作者] 2013 年 4 月 28 日 下午 9:10 
@pdonette (2/2)

Finally, when you have a mod problem and cant find the culprid, instead of replaying many games to the point where it bugs, i would strongly suggest the "IGE" (in-game editor) mod in steam workshop, its very well made and its my main testing tools, you can edit, in game, what ever parameter oif your cuurent game : age, units, researched tech for any player etc... just like the old civ where you could open the map editor in game.

Regards.
BlouBlou  [作者] 2013 年 4 月 28 日 下午 9:09 
@pdonette (1/2)

I again pdonette, for the elephant promotion, you should try my "Promotion expansion pack" it give a wide promotion choice for every unit, and there is one called "Reputation" where you can get the "fear" bonus on any unit. That would do what you say.

For the individual mods, i hear you and i totally agree with you, i prefer to let users pick what he likes instead of doing bigs mod like civ Up that change everything in a single mod. It help compatibility, leave space for others modder and dont bother the users with MY choices since they can disable or enable any single effect at theuir liking.

pdonettes 2013 年 4 月 28 日 下午 7:36 
I get the usage. I guess I meant, they were strong, but they had them in the bronze age. The tech to build them was less. It's your mod, and i'm not trying to get you to change it now, just discussing the fortifications. Also (on a totally different note) thanks for making each individual mod totally seperate. I'm so sick of getting mods that say they do one thing, but then, they do some other thing I totally don't want! I have one right now messing up my game, and I can't tell you what a pain it is to start a new game with each individual mod turned off till I get the right one. Plus, I have to play till it's an issue. So annoying! On yet another side note, any chance you would do a mod that mkes all 3 elephant units have the feared elephant promotion? It's just a pet peeve of mine that only one of the 3 elephants has that.
BlouBlou  [作者] 2013 年 4 月 28 日 上午 10:45 
@pdonette

Hi again pdonette, glad to know you already are a user of my mods =) while i thank you again for your comment and suggestion, i still dont agree with you that they are just pal;issade, read the historical info provided in the mod desc, these were pretty strong back in the middle age. Also i found that i prefered building this Motte fort and keeping a great general than building Citadel.

In my last game i built one in a choke point with a strong unit in it boosted by a great general and the ennemy were taking major attrition damage from running around the fort trying to kill mu unit, much different play style than fort wich they can just go around and ignore. Well its my opinion anyway =)

In any case, im glad you like my other mods, thanks for taking the time to comment.

Good day!
pdonettes 2013 年 4 月 28 日 上午 8:47 
I checked it out, and yeah, they do do less defensively, so that is cool, I just figure, they are mainly palisades, so the know how is much less. It's your mod, and your decision, but I know personally, I will wind up never using them as they are now. I use almost all your mods though, and I even run this one, even if I won't ever build them. lol. You do great work, keep it up!
BlouBlou  [作者] 2013 年 4 月 27 日 上午 9:01 
@pdonettes

I think its ok as it is now, Fort give +50% def and These give less def but do damage, much like a mini citadel, its different. The goal is to add diversity to your fortification option and to add some flavor the the medieval era mod, mentionned in the description.

Also changing the tech requirement would diminish historical accuracy.

So no changes are planned for this mod.

Thx for your comment!

Regards.
pdonettes 2013 年 4 月 27 日 上午 8:47 
any chance of maybe lowering the bonus, and making it available earlier, and just on hills? It just seems that having it and forts at the same time lessens the need for it. I would do this if I knew how. :-)
Lazy Invincible General 2013 年 4 月 6 日 下午 5:22 
curses. then this is gonna take me a while to get >_<
BlouBlou  [作者] 2013 年 4 月 3 日 下午 1:44 
As said in the mod description, yes, you need the Danmark DLC, unfortunatly i cant do a version that doesnt require this Dlc.

Regard
Lazy Invincible General 2013 年 4 月 1 日 下午 4:43 
Wonder if u can make version without the denmark DCL needed
can you?