Sid Meier's Civilization V

Sid Meier's Civilization V

Gallia, Qin & Tahiti - Civ Set IX
85 条留言
Karma 2022 年 2 月 2 日 下午 8:57 
What's the start bias for Tahiti? I keep ending up in either desert or tundra, the latter of which seems out of place for a tropical civ.
p_rowlandson 2020 年 9 月 22 日 下午 3:24 
What is the music for Tahiti during peace time? Its very beautiful.
Bessarin 2019 年 11 月 9 日 上午 9:33 
He really likes this mod - is there any way you could make this compatible with YnAEMP?
blt.taylor 2019 年 2 月 1 日 上午 6:59 
I really like this mod - is there any way you could make this compatible with YnAEMP?
Teddyk  [作者] 2016 年 7 月 15 日 下午 2:32 
Oh yes, indeed. The issue is that you play without Gods and Kings expansion (Bataroas are using Celtic model due to lack of better one). What you have to do is:
1) find your mod folder (usually in ...Documents\My Games\Sid Meier's Civilization 5\MODS)
2) find and open "Gallia Units Mod.xml" (with notepad)
3) Replace line "<UnitArtInfo>ART_DEF_UNIT_U_LS_GALLIA</UnitArtInfo>" with:
<UnitArtInfo>ART_DEF_UNIT_SWORDSMAN</UnitArtInfo>
4) Save a file and enjoy the game (with generic swordsman model :P).
CROW 2016 年 7 月 15 日 下午 2:22 
Only problem I'm having is with the Gauls Bataroas unit. Anytime i try to make one my game seems to always want to crash. Is this a bug by any chance? I enjoy the Gauls very much so figured this could be resolved somehow.
Majestät 2016 年 4 月 26 日 上午 10:37 
Tahiti with asian architecture? lol
Mojave Neon 2016 年 2 月 28 日 下午 6:25 
I decided to give the old Tahiti a playthrough before I updated this pack, since its UA fits with my playing style a lot better than the new UA. And I must say, I really loved it. On a tiny islands map they were truly amazing. I know some people thought the old UA was boring, but I rather enjoyed it, because I focus heavily on food and population growth when I play. The Tipairua was a pleasant surprise. It doesn't seem like it would have that big of an effect overall, but its embarking feature allowed me to settle my second and third cities in favorable locations much sooner than other civs were able to, and I didn't have to make a beeline to Optics. This in turn greatly improved my situation for the rest of the game. The pahi was great, and I exploited its fishing boats ability like crazy. Overall, I loved this civ. Just wanted to show my appreciation for an enjoyable civ, even though you've changed it now.
Teddyk  [作者] 2015 年 11 月 23 日 下午 1:25 
Nope. :)
Mojave Neon 2015 年 11 月 23 日 下午 1:16 
Couldn't you just use the same mechanic that allows your trade routes to pass through tiles containing units of other civs you are at peace with?
Teddyk  [作者] 2015 年 11 月 23 日 上午 9:47 
"Peace" with barbarians is one of my favourite ideas. Unfortunately, neither the Trade Route plunder nor Zone of Control can be prevented.
Mojave Neon 2015 年 11 月 22 日 下午 4:30 
Just finished playing a game as the Gauls. I have to say that I absolutely loved it. Tons of fun to play as, and a very flexible civ. The uniques are all quite useful, and each is pretty original. I also loved that you made their colors the inverse of Spain's. The only issue I ran into with these guys is that barbarians can still pillage their trade routes. Other than that one issue though, this is a pretty much perfect civ. Excellent work.
Teddyk  [作者] 2015 年 11 月 5 日 上午 9:20 
http://steamworkshopdownloader.com/
Insert the link, copy the file into your Mods folder (eventually extract it, though Game should do it on its own).
Mojave Neon 2015 年 11 月 4 日 下午 5:50 
IS there a direct download link for this one anywhere? It stalled out when I downloaded it through Steam, and I haven't been able to get it to re-install ever since, no matter how much unsubscribing, erasing, and resubscribing I do.
RiverFish 2015 年 10 月 12 日 上午 11:04 
Thanks!
Teddyk  [作者] 2015 年 10 月 11 日 上午 10:23 
Feel free to modify traits for your personal usage.

@Nix
Check Adrian von Ziegler's work.
RiverFish 2015 年 9 月 13 日 上午 6:07 
Quick question, would we be allowed to modify the UA of your mod for the massive Ai Domination match we're planning? https://www.reddit.com/r/megacivgames

Thanks for all your work!
nix 2015 年 2 月 9 日 上午 6:10 
I just want to say that I absolutely adore the Gallic music.
Orangechrisy 2014 年 11 月 18 日 下午 4:33 
that helped, but now i cant play with mods at all, the menu option isn't there
Teddyk  [作者] 2014 年 11 月 17 日 上午 2:36 
It happens when you start an unmodded game, goes back to main menu and start modded game. Bug not related to any particular mod.
Orangechrisy 2014 年 11 月 16 日 下午 5:45 
got a bug as tahiti. I have a mod with starting worker and scout btw.
I started the game off and the settler had rebase mode, the one with the hanger (which turned out to be move), pillage (dont know what that did), and plunder trade route (also dont what it did).
worker had 2 promotions, wolf pack 3 and logistics (dont know what they did and i couldnt actually click them), he had the rebase mode thing and plunder option, and if i go to other things he can do, the arrow thing at the bottom, it shows build a manufactory (which allows him to make a farm).
the scout had a gain 50 health promotion which fortified him or the fortify and heal thing, and the scout also had plunder and rebase mode thing. This only happened when i was tahiti, ihadnt added or taken away any mods between this and last time i played with mods. o.O
Da Swagmasta 2014 年 9 月 24 日 下午 6:44 
"got a treaty wit Tahity cause i own a percent"--Special Ed
murena2 2014 年 8 月 25 日 上午 8:22 
ther seems to be another UI bug whith the Qin
Miath 2014 年 7 月 26 日 下午 11:57 
Before I get this, does Great Qin replace Great Han?
Teddyk  [作者] 2014 年 7 月 15 日 下午 1:58 
Indeed, I made 32 civilizations and Tahitians are my favourite. :)
jccohen 2014 年 7 月 15 日 下午 1:07 
I haven't played this yet, but I love the idea of the Tahitian settler getting tossed to random coasts. That's brilliant.
Teddyk  [作者] 2014 年 7 月 10 日 上午 1:26 
TECH_ARCHERY TECH_HORSEBACK_RIDING TECH_IRON_WORKING TECH_CHIVALRY TECH_MACHINERY TECH_PHYSICS TECH_STEEL TECH_NAVIGATION TECH_GUNPOWDER TECH_CHEMISTRY TECH_METALLURGY TECH_MILITARY_SCIENCE TECH_STEAM_POWER TECH_DYNAMITE TECH_FLIGHT TECH_COMBUSTION TECH_ELECTRONICS TECH_REPLACEABLE_PARTS TECH_BALLISTICS TECH_NUCLEAR_FISSION TECH_ROCKETRY TECH_RADAR TECH_COMBINED_ARMS TECH_STEALTH TECH_LASERS TECH_MOBILE_TACTICS TECH_NUCLEAR_FUSION
williamsun1990 2014 年 7 月 9 日 下午 5:23 
Hi,Teddyk, what's the criterion for a military technology?
Teddyk  [作者] 2014 年 6 月 12 日 上午 4:42 
I wanted to learn modify the Top Panel, but I will probably let it go, because it is too complex (too much effort for too little gain) :/.
Ulixes 2014 年 6 月 10 日 上午 3:46 
Well, for me is really an aesthetic thing, not important (and I'm okay with ignoring city science modifiers).
The only problem can be that you cannot know how many turns are needed to discover a technology unless you calculate it yourself, maybe this can be a problem for someone.
Obviously I will use it anyway, the idea (and the code) is too good to be unused.
So, if I may ask, what are you doing exactly with the code (or what do you plan to do with it) ?
Teddyk  [作者] 2014 年 6 月 10 日 上午 2:23 
Well, it is not displayed in top panel. I didn't want it displayed in CityView anyway, because I intended this 5 science to ignore city science modifiers.
Yes, it can be done without dll. Though it is quite problematic, because you can change research during other civilization turns (it could lead to abuses). What I made is 100% working correctly with a little drawback to not being displayed (aka hidden bonus).
It is impossible to detect when player change research (unless you modify in-game files, which I do not), therefore it will be never displayed accurately.
I am not sure if displaying bonus is worth my work.
Ulixes 2014 年 6 月 9 日 下午 2:13 
Don't worry, I saved a copy of it before update, but thank you.
Regarding the code, are you refferring to the fact that science production is not displayed in the top panel and city view? I thought this was a minor issue, but if I understood correctly, can you do that without modifying the dll? If yes, I will gladly wait you to finish your work (my overhaul is big, lot of stuff to do in the meantime).
..and yes, it's really a gold mine :-) I wish to be so good with lua..
I'm trying to turn the game in a more realistic and immersive way and I think there will be surely something else useful, you really did a lot of stuff ! I will contact you to ask more permissions in case.
Teddyk  [作者] 2014 年 6 月 9 日 下午 1:11 
You can use it. If you accidently updated mod, I can send you a code.
It needed some work to be displayed in Science so I temporary replaced it with static +2 bonus.
Gold mine of lua codes, :).
Ulixes 2014 年 6 月 9 日 上午 10:39 
I just noticed you have changed the Qin trait, clearly I have an older version of your mod...
Ulixes 2014 年 6 月 9 日 上午 10:35 
Hi Teddyk, your work is really immense, I have no other words for it and looking at your files, it's also a gold mine of lua codes.
But there is something amazing that I saw: a lua code to make a building produce science only for certain technologies... that's an awesome idea!
Please, please, I ask permission to modify your code and include it in my overhaul in order to apply it to all civilizations!
(obviously giving MASSIVE credit for it)
Think about it, this will make the game much more immersive, especially with more diversity in buildings !
tripudium animarum decembrium 2014 年 5 月 25 日 上午 11:52 
Is there any way you can make another account to separate these mods? For example, I want Tahiti, but I don't want Gallia and Qin. I want Scotland, but i don't want Olmec and Zimbabwe. I doubt I'm the first person to bring this up, so if you can do this it would be helpful for more than just me.
Feraa 2014 年 5 月 15 日 下午 1:34 
Ah alright then. If they disappear after war, I'm fine with playing that civ again. Good job on all the awesome mods!
Teddyk  [作者] 2014 年 5 月 15 日 上午 1:12 
I noticed it can be bad (barbarians can block your units). However, after peace is made those barbarians instantly disappear.
Anyway, playing on immortal I do not see too much Barbarians.
Feraa 2014 年 5 月 14 日 下午 4:25 
Anyone else notice how badly the Gallia's UA can be? Sure it helps when t war by making barbarians more of anuisance, but the barbarians stay after war, and so since it increases their numbers, that means after war, YOU have to take care of their massive sizes too..... Or is that not how it works.....
Teddyk  [作者] 2014 年 3 月 26 日 上午 3:07 
There is no alternative link.
When I finish updates, I will pack all sets and upload them on non-steam server.
mattygp90 2014 年 3 月 26 日 上午 2:55 
Do you have an alternative link? I can't download through Steam :(
Raptor Messiah 2014 年 3 月 21 日 下午 6:00 
Is there a way to get logs of any conflicts between mods? Something you could use?
Teddyk  [作者] 2014 年 3 月 21 日 上午 1:33 
Probably, the only way is finding, which mod you are using causes it.
I don't have any of mentioned problems.
Raptor Messiah 2014 年 3 月 21 日 上午 12:44 
Also you can't transfer production to gpt/science with the respective tech researched
Raptor Messiah 2014 年 3 月 20 日 下午 7:27 
I'm getting a problem where I can't build the UB for the Qin Empire even though the tech's researched. Any suggestions on getting it to work? Cause I picked them for that evolving barracks lol
Teddyk  [作者] 2014 年 3 月 8 日 上午 7:40 
Delete Civ5ModsDatabase from "...\Documents\My Games\Sid Meier's Civilization 5\cache". It's Steam issue.

I have written already several times that Set VIII is only for my personal usage. This is set IX indeed.
mrice39 2014 年 3 月 8 日 上午 6:37 
With the update this mod disapeared from the list of mods. Won't download again.
lilMobStick 2014 年 3 月 7 日 下午 2:22 
What happened to VIII? This is set IX?
Teddyk  [作者] 2014 年 2 月 22 日 上午 1:44 
How can you write if you have no reading skill? ]:) ]:)
xXx_NAGIBATOR102[RUS]_xXx 2014 年 2 月 21 日 下午 10:34 
Emm how can i actually get to the another continent if i have no sailing ? ]:)