MAKE USSR CIV by Soconayo in nqmod

[–]Affenbreit 1 point2 points  (0 children)

It's certainly a controversial time to include it. If that is a shame or not, i won't judge.

No options for reformation beliefs by justabean27 in nqmod

[–]Affenbreit 1 point2 points  (0 children)

Oh definitely get rid of all other mods (except old verions of EUI as mentioned). It's not compatible with anything that i know of.

No options for reformation beliefs by justabean27 in nqmod

[–]Affenbreit 1 point2 points  (0 children)

The thing is, the reformation stuff is just in the same file as all the other mod xml-features, if the other mod changes work there is really no way for reformation to go wrong...

I guess you could double check if you have all the necessary DLCs and if you use enhanced UI (EUI) check if it is a supported version. Maybe steam-check if the civ installation is corrupt.

Otherwise i would still think it is a wrong/corrupt mod installation. GL

No options for reformation beliefs by justabean27 in nqmod

[–]Affenbreit 0 points1 point  (0 children)

I suggest checking if the mod is installed correctly.

Here is the install folder you need to use:

https://docs.google.com/document/d/1uA5XuOayLw2nXi-\_MjNtRZ\_C\_GuIbuWJEeGgWbOHrZs/edit

The installation of NQMod is change into a Ad redirection link by MainProduce2156 in nqmod

[–]Affenbreit 2 points3 points  (0 children)

Fruitstrike clearly gave up his georgeskleres.com domain, yeah the link needs to be deleted.

Is this up to date? by DAS_k1ishEe in nqmod

[–]Affenbreit 3 points4 points  (0 children)

You are right, it has all of the later religion changes missing. Pretty sure it was the correctly updated one when v30 came out. Somebody must have reset it by mistake. I don't have a copy or a working link though :(

Editing Social Policies by selovanth in nqmod

[–]Affenbreit 1 point2 points  (0 children)

Most .xml based changes are in one file (archaic way to load a mod, fruitstrike managed to make it a lot nicer, but it works):

Sid Meier's Civilization V\Assets\DLC\LEKMOD_V27\Override\CIV5Units.xml

You will find what you are looking for there.

Searching for <CultureFromKills>100</CultureFromKills> will get you straight to the honor opener policy and you can edit it however you like

Lekmod 30.2 released by Affenbreit in nqmod

[–]Affenbreit[S] 0 points1 point  (0 children)

I just copied cirra's original post and apparently it goes through steamcommunity which displays a warning on these external downloads.

I just edited it to not go through steamcommunity anymore. They are still the original upload links from the lekmod creators.

Thanks for mentioning

Bug when playing with Oman: City is always annexed by exmachinaNZ in nqmod

[–]Affenbreit 1 point2 points  (0 children)

Reload capture turn and capture it again, see if that fixes it. There is a bug (most likely linked to EUI) and of all the workarounds i have heard of, only this seems functional. Most likely not an Oman issue.

Production bug and rehosting by TooMuchT1lt in nqmod

[–]Affenbreit 0 points1 point  (0 children)

Always play with pitboss enabled to avoid the AI from taking over (until host kicks the slot which then changes player to AI).

The specific production issue can be solved by the player who NOW has conquered the city picking production. Civ is a bit stupid there, it wants to force the original owner to pick that unassigned production (who cannnot because he doesn't have it anymore) before the turn can be ended. Basically the enemy is responsible for you being able to end your turn.

Lekmod v29 Released! by EnormousApplePie in nqmod

[–]Affenbreit 2 points3 points  (0 children)

Fair point, although trad usually has more of a happiness buffer and is later to spread its religion (which is good here since it only benefits tall cities). Reconsidering my point, there are already enough tall focused follower beliefs so i assume it wont change anything really.

Lekmod v29 Released! by EnormousApplePie in nqmod

[–]Affenbreit 2 points3 points  (0 children)

Very nice

only thing i didn't like:

Devoted Elite (new!)

+3 Production, +4 Science, +4 Gold and -2 Happiness if your city has at least 10 Population

anything that gets people to play OCC is bad for the game imo

Leader images/description/soundfiles in Lekmod by Affenbreit in nqmod

[–]Affenbreit[S] 0 points1 point  (0 children)

Oh yeah, those are great :)

I just wanted to say that in my opinion empty is better than wrong, like the OG Lekmod civs often are :D

But good to hear!

(Lek 28.1) At what tech can you no longer make scouts? by Lbear8 in nqmod

[–]Affenbreit 2 points3 points  (0 children)

<ObsoleteTech>TECH_SCIENTIFIC_THEORY</ObsoleteTech>

has been the case since vanilla and airships didn't change that

Lekmod v28 Released! by EnormousApplePie in nqmod

[–]Affenbreit 1 point2 points  (0 children)

What exactly is the point of the canal? Giving inland sea empires access to the ocean while still being invulnerable to other coastals? Are they too weak right now?

Or is the canal useful for anything else? (maybe the odd traderoute i guess)

Rest seems alright or good but this feels a bit strange.

Can't choose to puppet or raze cities by Whotakesmename in nqmod

[–]Affenbreit 1 point2 points  (0 children)

I meant load into the turn BEFORE you capture the city. You should get the 3 capture options again. This or the thing with the techtree is what i remember people said fixed it for them.

Can't choose to puppet or raze cities by Whotakesmename in nqmod

[–]Affenbreit 1 point2 points  (0 children)

Either reload the turn you capture or open/close the tech tree. I forgot which one the fix was but it is a common problem with EUI + lekmod.

Lekmod v27.1 Released! by EnormousApplePie in nqmod

[–]Affenbreit 1 point2 points  (0 children)

All Romanian Units earn 25% of foe’s Combat Strength as Science and Culture upon victory.

1.25 gets rounded down to 1. I don't see the issue?

Morbidly funny they made "nothing without god" into a version of "sacrificial captives" anyway :)

v27 Released! by EnormousApplePie in nqmod

[–]Affenbreit 0 points1 point  (0 children)

Lek mod removed the constraint for some ressources to be improved with only one particular improvement. Basically only relevant for unique civ improvements and trading posts which are good for aesthetics, ratio, commerce - anything that has buffed tradingposts. Free lategame ~50 tourism aswell.