Sid Meier's Civilization V

Sid Meier's Civilization V

City and Barb Camp Placement Fix
21 件のコメント
elotar 2019年2月20日 5時20分 
The problem I'm having for a several times now is that city-state makes quest to destroy barbarian encampment in the desert, encampment disappears but quest stays.

Other problem is that if initial settler of civilization/city-state appears on the tile, where building is forbidden, than it start doing strange things like randomly traveling across the map until it'll be killed.
TofuSojo  [作成者] 2016年11月3日 1時08分 
@The Proleletariet Ok, now I realize you are just a troll since that is nonsense both in RL and in this game, so I won't try to engage you in intelligence discourse.
Mogezellig 2016年11月1日 20時47分 
I finna tell you what I have a problem with, sir. It's that some civs have the privileges like starting on good land, while the less fortunate start on bad land, like desert. It would do humanity a great favor if you could at least understand why there are cities on a desert.

Sincerely, The prololetariet
TofuSojo  [作成者] 2016年10月31日 20時26分 
@The prololetariet I assume your deep intellectual argument is to imply that there were in fact large cities in the middle of deserts without access to large water sources before we invented the tech to pump it out there? Dubai for example couldn't exist without such tech.

It would be more realistic if you could eventually found cities in waterless desert tiles once you have the approximately accurate tech, but that is beyond the scope of this mod.
Mogezellig 2016年10月31日 12時37分 
check your geographic privilege
Jeff the Sex Machine 2016年9月18日 4時29分 
but what about the petra :(
TofuSojo  [作成者] 2016年5月17日 0時11分 
@zArkham I believe altering their spawning would require a dll mod, which I don't know how to do. This is a workaround. I have no idea how this mod might interact with other mods that mess with the barbarians, though the impact should be minimal since this mod just removes camps where they should never have been placed.
zArkham4269 2016年5月10日 8時08分 
Any way to get the game to stop spawning on ice? I was playing a game where there was still a lot of open, unclaimed land by the AI, me or CS and yet the barb camps kept showing up mostly in these out of the way ice regions. Sort of defeats the purpose if little to no barbs spawn especially when using the Barbarian Evolved mod.
axatoramus 2016年3月28日 2時01分 
Awsome! At last.... sick of cities on tundra, ice and deserts.
TofuSojo  [作成者] 2016年3月23日 20時30分 
@zArkham4269 :). There is also a mod that does just that, it's called Fortress Borders. Also, I have Refortestation. What does it have to do with Oil?
zArkham4269 2016年3月23日 19時26分 
Yeah well I've found that if you're using the Reforestation Mod, those late game islands of ice with an oil resource make a city worth it. Again, though, I wish they a Civ:BE type outpost where you are claiming land mostly for a resource and not much else. Although there used to be a Civ IV mod where you could create forts outside your territory and it would allow you to claim and work the tiles around it. That would work as well, I guess.
TofuSojo  [作成者] 2016年3月23日 18時17分 
@zArkham4269 Must be a mod conflict. My mod doesn't do either of those things, and actually I've never seen a single tile island with an oasis, strange. I forget it's name, but there is a mod that allows you to improve resources in unclaimed territory. I tried it but felt it wasn't necessary, especially for Oil, which I think is far too common. If you are really unlucky though and don't have enough Oil, my mod Techtree Overhaul adds the Biofuel Refinery which effectively converts food into Oil.
zArkham4269 2016年3月23日 13時44分 
Not sure if it's a mod conflict or not, but I notice that oasis are now not showing up as fresh water and thus you can't build on a desert tile next to one. That and I saw a one tile island which had an oasis on it which I've never seen before. Beyond that, while there is a mod that sort of does it, it's too bad Civ doesn't have a "work camp" so you could exploit oil (especially in the ocean) next to ice land tiles.
TofuSojo  [作成者] 2016年3月17日 13時33分 
@zArkham4269 Hello again. It should, as the barbarian part of this mod just looks for their camps every turn and removes them and the unit that spawned in them. But I haven't tested that.
zArkham4269 2016年3月17日 13時19分 
Does this work with the Barbarians Evolved mod? Sadly you get a lot of barbarians cities on ice and worse, often totally ice locked sometimes to the point until you get subs, bombers and paratroopers you cannot defeat them. Worse yet, that mod allows their units to cross ice tiles so they can attack you without you being able to retaliate.
Digihuman 2016年1月9日 8時19分 
This is interesting, although to be useful I would think any resources would also have to be prevented from spawning in these areas
TofuSojo  [作成者] 2015年6月1日 16時20分 
@UncivilizedGuy I made this mod as part of my next big update to my Terraformed Mars mod, where there are large areas of waterless desert where there couldn't be even barb camps. I just decided to make it a separate mini mod by itself too.
UncivilizedGuy 2015年6月1日 16時09分 
This is too logical... but that's why I like it! I'm not so sure barb camps really need this treatment though. Camps are usually temporary anyway.

It's too bad the Civ IV irrigation method wasn't implemented in Civ V. It's too bad we can't have two improvements on one tile. For instance an Irrigation improvement that would allow a farm to be built on top of it. Another idea would be to have a Worker that can build an irrigated farm improvement. The farm would be available at Engineering or some other similar tech. Now my wheels are spinning...
Sulphuric_Glue 2015年5月29日 2時28分 
If you implement that, you should allow farms in waterless desert past, say, the modern era because of irrigation methods.
TofuSojo  [作成者] 2015年5月20日 20時50分 
@Dr.Strangelove Good idea, I've thought of looking into that.
Merkwürdigliebe 2015年5月16日 10時49分 
Great mod but I am wondering if you could do the same for farms, as in not allowing them to be built on waterless desert tiles.