Sid Meier's Civilization V

Sid Meier's Civilization V

Iska's Expansion and Settlement
30 条留言
Iamgoofball 9 月 25 日 上午 12:46 
Is there a way to repair special improvements from Great People?
El.bar.de.los.muchachos 3 月 9 日 上午 10:17 
i am curious to try this but i gotta ask, if a mod adds unique workers, would the mod notice that and remove them aswell?
chernobyl 2024 年 5 月 15 日 下午 12:31 
caravans making roads is something I really didn't like about CIV VI, they don't build where I want them, hardly ever
StompySquirrel 2022 年 8 月 5 日 下午 3:23 
I did something similar a while back {链接已删除}. Feel free to check it out and take anything you can use.
f12vrr 2022 年 7 月 30 日 上午 7:53 
Roads and rails can't be built in my version... Since i don't have Brave New World, or Caravans to produce.
f12vrr 2022 年 7 月 27 日 下午 4:24 
I haven't tested this mod yet... But i think it will work just fine for me.
My Civ V has no DLCs, and i guess that's why my workers still have that bug which makes them stop doing their specific worker's actions, every turn...
f12vrr 2022 年 7 月 27 日 下午 4:09 
I think it would be nice if cities were to be founded throught improvements, great persons, or something like that. Settlers - in their current mechanics - makes Civ series look somehow unnatural...
Iska and Ismet  [作者] 2022 年 7 月 20 日 下午 7:25 
Okay, so, there's an issue with Improvements not being rebuilt when new Techs are discovered, but everything else seems fine, unless you use this with my custom Arabia, which breaks for some strange reason. Will try and fix both these things for the next patch.
El Tório 2022 年 7 月 15 日 下午 5:55 
Addendum, in the Lua.log I'm seeing a lot of:

[95871.171] Runtime Error: [string "C:\Users\[user]\Documents\My Games\Sid Meier's..."]:150: Instance does not exist.
stack traceback:
[C]: in function 'IsWorkingPlot'
[string "C:\Users\[user]\Documents\My Games\Sid Meier's..."]:150: in function <[string "C:\Users\[user]\Documents\My Games\Sid Meier's..."]:140>



Not sure the file is Iska_EaS.lua, but assuming it is, line 150 does contain a function call for that name:

`
if pAreaPlot ~= pPlot and pCity:IsWorkingPlot(pAreaPlot) then
`
El Tório 2022 年 7 月 15 日 下午 5:19 
For the first turns, the mod appeared to work fine for me. But after some turns (6th city), I'm no longer seeing improvements being built. Also, no water tile has been improved. I'm now at the Industrial Age (having started in the Ancient Age), and Coal is not being improved... what info. would you need for debugging this?
Dirty Joe's Taco Shack 2022 年 7 月 13 日 下午 6:03 
This is very clever with Empires Ascendant mechanics, since you turn new cities into full cities faster. Also does this mean that the Classes for Citizens matter outside of Governments since citizens automatically improve tiles they work?
Iska and Ismet  [作者] 2022 年 7 月 4 日 上午 5:42 
*Waves hands in the air* I think I got it!
Luluca, High Shaman 2022 年 7 月 3 日 下午 3:50 
I think I can help a bit. In EA, pastures are improved only after researching The Wheel.
Iska and Ismet  [作者] 2022 年 7 月 3 日 下午 3:08 
Nope, still broke. I keep fixing it, then somehow it breaks. I'm so frustrated :(
Iska and Ismet  [作者] 2022 年 7 月 3 日 下午 12:39 
Okay re: Boats and Pastures, think it's working. (v.6)
Giovano 2022 年 7 月 3 日 上午 10:55 
Thanks for your reactivity !
Tested just fiew hours ago... I think there is some issues with your Civ mods i play with then.
Also, there are some issues like fishing boats not working, improvements automatically done even when technology has'nt been search yet (like carrers with masonery, plantation with calender,etc.)
Iska and Ismet  [作者] 2022 年 7 月 2 日 下午 11:21 
Okay v3: fixed issue where some Improvements didn't remove features and fixed whatever broke with Empires Ascendant.
Iska and Ismet  [作者] 2022 年 6 月 30 日 下午 8:12 
Does seem to be having issues with EA, :3 I'll troubleshoot it soon
Giovano 2022 年 6 月 30 日 下午 1:27 
Hi, great mod ! However, is it working with your Empire Ascendant/Stone to stars mod ? Does'nt seems to be...
Luluca, High Shaman 2022 年 6 月 29 日 下午 11:37 
Oh and one more thing. Can it work with the Community Patch/VP?
Luluca, High Shaman 2022 年 6 月 29 日 下午 11:22 
This allowed farms to be built in forests (without removing them). It's convenient but is it intentional?
Episkopos_Maxwell 2022 年 6 月 29 日 下午 5:03 
@bobbyandassociate @Iska and Ismet
Yes, I am aware of that. However, it seems I cannot assign citizens to tiles with no yields.
Iska and Ismet  [作者] 2022 年 6 月 29 日 下午 4:31 
Top right of the Cityview, Citizen Management.
ropestring3 2022 年 6 月 29 日 下午 4:27 
episkopos_maxwell you know you can tell citizens what tiles to work? unless this mod removes that, I don't know if it does.
Episkopos_Maxwell 2022 年 6 月 29 日 下午 3:37 
That's fair. Is it possible to force citizens to work on empty hexes? I'm playing with a mod that removes some base tile yields, and while it is creating some very interesting game-play decisions, it also means I can't improve any land that doesn't have a resource on it.
Iska and Ismet  [作者] 2022 年 6 月 29 日 下午 3:22 
The priority for improvements are (descending); Resource (ex. Camp/Well/Mine etc.), Unique (ex. Kasbah), Trading Post (only if on top of road/rail), Mine, Farm. No Forts, I never built them as a human anyways.
Episkopos_Maxwell 2022 年 6 月 29 日 下午 3:19 
Question, how does the mod decide what to build on a tile? Will it ever build a trade post if it could build a farm instead? Are forts ever built?
Episkopos_Maxwell 2022 年 6 月 29 日 下午 3:05 
Wow, that was fast! Thanks!
Iska and Ismet  [作者] 2022 年 6 月 29 日 下午 3:03 
Thanks! Fixed it and uploaded the fix.
Episkopos_Maxwell 2022 年 6 月 29 日 下午 2:21 
It seems that pasture resources, like horses and sheep and such, do not improve. This occurs even when running with just this mod.