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报告翻译问题






Within the update there will be a folder with the same name as the mod (in this case Enhanced Eras(v 2)). Locate that folder and copy it into the Civilization 5 MOD file located here:
[WhereverYourDocumentsFolderIs]\Documents\My Games\Sid Meier's Civilization 5\MODS
Let it overwrite any files it needs to. Once it finishes doing so the update will be applied.
that said, i did make at some point a re-balancing update for one of the buildings which i never updated to this workshop item but just uploaded to my google drive for people to download and apply themselves (not sure why i did it that way but it is what it is). i was going to at least update this workshop item with that update (so i could remove it from my google drive) but i couldn't get the mod tools to work and i think i'd have to reinstall civ 5 to get the tools up and running which i'm not going to do so i moved the update over from my google drive to civfanatics.
it can now be found here https://forums.civfanatics.com/threads/enhanced-eras-mod.698812/ (assuming valve doesn't remove the link but if they do on civfanatics find the "Enhanced Eras mod" forum post is the Civ5 - Modpacks forum by EOAMods)
just a quick update the the assorted civ5 mods i have on steam can pretty much be considered abandoned at this point. i was hoping to come back to them and was getting close to being able to get into a situation where i'd actually have time to do so (close meaning a year or two). however, with the recent 2k situation i don't think i'm going to ever update any of these again, sadly,
i hope to add more at some point but there's just enough other stuff i gotta get done first
I doubt it, prehistoric era would be more likely but trying jerry-rig this mod with either of those would be pretty complex.
sorry for late reply:
technically, ideologies are unlocked in the industrial era if you can build 3 (I think 3) factories and unlocked in the modern era w/o needing the factories.
This is important because you can change the era of unlock w/ factories pretty easily in the XML code (though I haven't tested how that would work) but I can't find anywhere the "get it w/o requiring a specific building" era can be changed or anywhere the prereq building itself could be changed or removed. To get ideologies earlier you'd need to be able to change these.
It is possible I missed these in the XML but I looked into modding ideologies online and they are apparently very hardcoded so I think it's more likely that these properties are hardcoded as well.
If I'm right in that way someone would have to find a way in the DLL to achieve this.
By the way I play heavily modded (~40-50 non-civilization mods), so you might say I get what's coming. The runs work though, except for the two types of crashes I experience, so it really isn't that bad. But civ5 modding was addictive to add more and more mods and expand the game and now I have to deal with these issues if I want to keep playing the game.
I also struggle with civs crashing the game at random points in the game, sometimes not affecting some runs while other times forcing me to carve out a civ's cities into nothingness. I noticed another mod with building upgrades is connected to a civ that crashed the game at one point when it made a "Upgrade - Broadcast Tower" with one turn remaining before it constructed (their next turn), so I had to have another civ capture the capital and it fixed it. Similarly, a couple civs this current run (20 civ) I had to totally demolish and replace.
..Barb crashes seem to happen later in the game still, likely when barbarian resistances pop up, like with two civs that have opposing ideologies to the popular one. It got to the point where it'd crash every other two or three turns. It started crashing around that point. The penalty seemed to really make that worse, but it hadn't happened this run until the revolutionary waves, so it probably is the game not managing the resistances spawning well. It seems like manually killing each barbarian camp and unit doesn't help at all, so it probably is resistances OR misc. processes the game is said to do at the end of the barb turn each turn (which I couldn't circumvent).
Just a heads up if you check the new discussion I set up you'll see where I posted a new update you can download that just changes the Slave Market. It should remove the penalty and should work pretty well.
Try it out if you want - if there are any issues at all feel free to let me know.
What I would be apt to do would be to remove the penalty but also debuff some of the benefits. I think that would be okay.
That said, I don't think I'll be able to update through workshop quickly because right now the mod's code has a lot of unfinished things I was working on so it'll take awhile to bring that to something I can publish BUT I should be able to make a patch that could be downloaded outside the workshop that I could put out more quickly.
Stain.mp3:
Hi - sorry I took so long to reply. I've kind of taken a very long hiatus from civ modding but I'm trying to get back into it as time allows but I will at least look into the slave market.
Just because I don't know - what are the barbarian crashes? Is it when there are too many barbarians on screen or something like that?
The reason I added the penalty was to force the sale of Slave Markets as players got farther into the game. That being what it is I reckon the AI isn't smart enough to do that.
I am thinking now there may be better ways to try to affect late(r) game removals of slave markets but that might be besides the point.
I like your mod, (although I'd like it even more if you swap some of the buttons in a later update), but as it stands I feel it bests suits a high fantasy setting on marathon speed =]
I'm currently trying to learn blender stuff so can add actually good units with good art. To that end, there are good alien units on Civfanatics for civ 4 if I can figure out how to convert them for civ 5. But yeah I'd love to do a (couple) alien civs oneday w/ unquie units and have some alien units unlockable at First Contact Era. One day hopefuly.
warhammerfrpgm:
I tested it and I was able to build stuff on marathon speed. So, if you wanna provide me a list of the mods you're using I can try to help you figure it out. Also, can you build stuff on other speeds?
Some highlights:
New Buildings:
--Coal Plant
--Film Studio
--Super Market
New National Wonders:
--Personalized Ad Hub
World Wonders:
--Tolerance Mosque
--New Rome
In addition, ton, and I mean a ton, of fixes.
Enjoy, and if you encounter any bugs or whatever tell me and I will so totally fix it!
The update is mostly done; there's still a few things I still have to do before it's finished but I'm nearly almost there.
The 600 str barbarians is a bug which also allows construction of 600 str units in your empire. Will be fixed in next update.
warhammerfrpgm:
I'm thinking it must be another mod that changes the tech tree. That would not work well with this one.
Xangelo7:
It is not compatable with those mods and this one has unique units and I am planing to, hopefuly, add uniquie models (fingers crossed). I do hope to also add some more units.
Anton Drexler:
I had the same thought, can't do it for the next update, but eventually, if it's possible, I would like to.
Spansk_Agurkesalat:
I guess you mean the new units from this mod are spawning as barbarians. That is an oversight on my part to be honest and one I will fix.
does it have unique units with new models and are you planning to make new units with unique models?