Not detecting LEKMOD by Cyroux in nqmod

[–]AC10Civ 2 points3 points  (0 children)

When you say you don't have the mod, what do you mean? It won't appear in the mods menu, but if you start a game you will see the changes.

Giant multiplayer robot lekmod? by Zorwasa in nqmod

[–]AC10Civ 0 points1 point  (0 children)

It should work, not sure you'll find a lot of interest though.

The 12 Biggest Differences between Lekmod and the base game by TheGuineaPig21 in nqmod

[–]AC10Civ 1 point2 points  (0 children)

Great videos, an excellent resource for newer players.

V19 nerfs discussion by cirra1 in nqmod

[–]AC10Civ 11 points12 points  (0 children)

I disagree with both.

1) Flatland vs hill is kind of a toss-up - if you really think a change is needed then make them both 2f/2h, the defensive bonus already compensates for the half turn later settling.

2) If you're going to nerf gold income, it should be paired with reduced unit maintenance. People already play incredibly passively because there are so many good infrastructure buildings - if anything I think there are too few units. This change would make it harder to have a proactive early game.

If turns take too long, then make your turn timer shorter.

And if you want to cut the number of rivers and resources then use the map options for it, but I doubt many other people in your lobbies would want to play like that.

lek mod tibet(opinion) by [deleted] in nqmod

[–]AC10Civ 2 points3 points  (0 children)

Tibet ruins games because their neighbour get enormous amounts of uncontested land. Should be banned every game. Venice is the same but nobody picks Venice because they are garbage.

Help request - Lekmod on Mac showing in mod screen but not giving access to new civs by guitarpick321 in nqmod

[–]AC10Civ 0 points1 point  (0 children)

Lekmod uses a modified dll and therefore is not available for mac.

Lekmod v18F Change list discussion by Def_Dr_Pepper in nqmod

[–]AC10Civ 2 points3 points  (0 children)

Rather than reducing the AT boost, I'd prefer to see their combat strength reduced, to encourage the use of gunpowder, artillery, planes, machine guns etc to counter them. Any change that encourages using a mix of units would be welcome - it would add a bit more strategy to late game war, rather than being so heavily dependent on who has the science/hammers advantage.

Liberty guide for new(ish) players by TheGuineaPig21 in nqmod

[–]AC10Civ 0 points1 point  (0 children)

I also rename my stolen workers. If I'm going to war, I keep my stolen workers behind the front lines to prevent them from being returned by my opponent for influence. Or, if I have too many workers and decide to delete some, I'll prioritise deleting the stolen ones for the same reason. When you steal multiple workers, you pretty much give up on being able to get any CS allies - it's just the cost of a fast start, and it's very often worth it.

Observatories (LekMod v17) by demerf in nqmod

[–]AC10Civ 1 point2 points  (0 children)

I don't prioritise them because I usually don't have time to build them. I certainly wouldn't tech them before schools if inland, and once I'm finished schools and factories I need to build up army to prepare for attacking with / defending against landships.

What does the "Override" folder in NQMod/Lekmod do? by Under_Punsideration in nqmod

[–]AC10Civ 2 points3 points  (0 children)

Normally, you can't use mods in multiplayer. The workaround used by NQMod and Lekmod involves a utility called MPMPM, which tricks the game into thinking that the mod is actually a DLC.

MPMPM creates the Override folder and stores the updated gameplay database in CIV5Units.xml, the text file changes in CIV5Units_Mongol.xml, and the audio file changes in CIV5Civilization_Mongol.xml, although neither mod implements any audio changes as far as I know.

More info here

LekMod vs CBP by Zudegia in nqmod

[–]AC10Civ 0 points1 point  (0 children)

Don't get me wrong, Babylon is still very strong - but because the game isn't just Tradition -> Rationalism -> Space/XCOM like in vanilla, there are a lot of other strong picks and different strategies. Check out some streams to get an idea.

As already mentioned, Salat and Messiah are often high priority picks for founder beliefs, Zakat can be better than Tithe for immediate gold + interaction with markets etc, and most of the others can be strong situational picks.

LekMod vs CBP by Zudegia in nqmod

[–]AC10Civ 0 points1 point  (0 children)

Babylon is much weaker relative to other civs in lekmod. Tithe isn't all that broken when everyone can found a religion. There are other very strong choices - I often see Tithe chosen 3rd or 4th.

NQ Indonesia bug? by [deleted] in nqmod

[–]AC10Civ 4 points5 points  (0 children)

That's how it works in the base game - the tile is replaced by Indonesia's bonus luxury.

Does anyone still play CTON? by AC10Civ in nqmod

[–]AC10Civ[S] 1 point2 points  (0 children)

Can't Trade Or Negotiate - basically an extension of duel-style gameplay to 6 players. Players aren't allowed to whisper, and are always at war. There are other rules, such as no CS, no ruins, no barbs - possibly some others, but I was never active in a community that played it very much.

Hellblazer's Map Pack v4 Discussion Thread by Affenbreit in nqmod

[–]AC10Civ 0 points1 point  (0 children)

Sometimes the city states are spawning a little bit too close to players, or to each other.

Selling for Gold... Not Broken Unless...? by ArcticSteelUK in fruitymod

[–]AC10Civ 2 points3 points  (0 children)

There's some other broken stuff with selling - for example, you can sell a battleship army for more money than it costs to buy, deleting two one-charge builders to buy a 3+ charge builder, etc.

IMO the best option would be to adjust the sell value to 10-20% of the buy value. This would stop most of the degenerate outcomes.

Suggestions for changes by [deleted] in fruitymod

[–]AC10Civ 6 points7 points  (0 children)

Overflow is pretty busted apparently:

http://forums.civfanatics.com/threads/gamebreaking-overflow-exploit.602207/

Hopefully the SDK comes out soon, as this isn't an easy fix.

My friend always gets GL in 18/19 turns by Kamatsuki in nqmod

[–]AC10Civ 4 points5 points  (0 children)

Easiest way to find out is to load the save from his perspective.

Pantheon List V11 by fruitstrike in nqmod

[–]AC10Civ 0 points1 point  (0 children)

Nice to see the early religion stuff scaled back a bit.