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- IN GAME EDITOR CIV V SAYS MULTIPLE INSTALLS ZIP FILE
- IN GAME EDITOR CIV V SAYS MULTIPLE INSTALLS MOD
- IN GAME EDITOR CIV V SAYS MULTIPLE INSTALLS CODE
You get the initial faction sigils from the initial offering to a faction, and you can do this initial offering for all of the factions with no negative penalty.Īfter the second offering for a given faction, you will get three missions available that refresh at Midnight (UTC). For every 30xp (might need to check this) gained, you gain 1 reputation with that faction - and with the higher level sigils, you will gain a slightly higher amount (up to +15%).
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The easiest way to gain reputation with a faction (Syndicate) is to equip their Sigil on your Warframe, and gain XP. Syndicates are far less formally bonding than you have been told - it comes down to a few things. It is multiplied by 100 + GetGarrisonedCityRangeStrikeModifier (which seems to be 0 normally and 100 with Oligarchy according to CIV5Policies.xml) and divided by 100 again.
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IValue *= (100 + GET_PLAYER(m_eOwner).GetGarrisonedCityRangeStrikeModifier()) It is multiplied by CITY_RANGED_ATTACK_STRENGTH_MULTIPLIER (which is 75 according to GlobalDefines.xml) and divided by 100. IValue *= /*40*/ GC.getCITY_RANGED_ATTACK_STRENGTH_MULTIPLIER() This value is then apparently multiplied by 100 and divided by CITY_STRENGTH_UNIT_DIVISOR (which is 500 according to GlobalDefines.xml). So the formula for the strength a unit adds seems to be (Unit Combat Strength * 100) * Current Unit HP / Maximum Unit HP. IStrengthValue += ((iStrengthFromUnits * 100) / /*300*/ GC.getCITY_STRENGTH_UNIT_DIVISOR()) IStrengthFromUnits = pGarrisonedUnit->GetBaseCombatStrength() * 100 * (iMaxHits - pGarrisonedUnit->getDamage()) / iMaxHits Looks like city strength depends on the following:ĬvUnit* pGarrisonedUnit = GetGarrisonedUnit()
IN GAME EDITOR CIV V SAYS MULTIPLE INSTALLS CODE
The strength a unit adds varies mainly depending on it's own strength and current hp, and whether you have Oligarchy or not.Īs for the strength formula, I looked at the code and this seems relevant: There is actually a web version to make it easy to edit the saved game: Īttack bonuses against units do not apply when attacking cities. Local iTurnsRemaining = g_kiGameTurnLength - Game.GetGameTurn() Īfter this, the "Just one more turn" button will be enabled in the Scramble for Africa scenario, even for an ongoing saved game.Īlso, bmaupin's Save Game Editor allows you to change several settings of a saved game, namely enabling the Culture UI, see the following for more detail: Is there any way to change victory conditions with the game already started? Next, find the line below and change g_kiGameTurnLength to the same Local iTurnsRemaining = 100 - Game.GetGameTurn()
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You want for the game (tested OK with 300): V/steamassets/assets/dlc/expansion2/scenarios/scrambleafricascenario/a.įind the line below and change 100 to whatever number of maximum turns Located at SteamApps/common/Sid Meier's Civilization Use a text editor like notepad to open the "a" file, I ended up fixing the issue by editing the scrambleafricascenario/a file as suggested here I'm summarizing the solution below:
IN GAME EDITOR CIV V SAYS MULTIPLE INSTALLS MOD
modinfo file and its sibling Byzantine Mod folder in the Mods folder without a containing folder should work too. When you have it installed, your folder structure should be. Note that this is not the same as putting the byzantine mod 2 (v 1) folder or the Byzantine Mod folder into your Mods folder! You should be able to put the whole Byzantine Mod 2 (v 1) folder into your Mods folder and have it work. What you most probably did was copy only the Byzantine Mod folder into your Mods folder. modinfo file at the bottom there? That's what you're missing.
IN GAME EDITOR CIV V SAYS MULTIPLE INSTALLS ZIP FILE
The zip file has this folder structure (iles and irectories as marked): byzantine mod 2 (v 1).zip Considering the zip's file structure, it's an easy mistake to make. In this case, you've just installed the mod wrong.