Sid Meier's Civilization V

Sid Meier's Civilization V

Workable Mountains
209 comentários
MarqFJA87 12 set. 2022 às 9:01 
Hey, I tried out this mod, and the intended changes to the in-game text aren't showing up. Comparing this to another mod that I've downloaded, I suspect that text changes have to be placed in a separate file, though I could be way off.
Flamingcheesepie 20 jan. 2021 às 9:52 
Can third the problem, the mod had been working fine, but recently stopped working. Not much in Database.log besides
[415057.109] In XMLSerializer while updating table Features from file WorkableMountains.xml.
so I don't know what specifically is happening.
Doddery 8 jun. 2020 às 22:15 
same problem as gerish
Gerishnakov 15 mar. 2020 às 8:07 
I have no idea why but, despite recent usage with no problems, enabling this now is suddenly causing no yield icons to be displayed in game. Are there any obvious conflicts I should be aware of?
January 24 nov. 2019 às 8:36 
I could kiss you for this mod, lol, fantastic!!
JEELEN 9 out. 2019 às 23:46 
@SushiSquid: There's a reason observatories are better on top of mountains rather than '2 tiles away' from them. There would be no benefit from mountains that way. (Like building an observatory in a spot that's always cloudy. Not particularly useful.)
JEELEN 9 out. 2019 às 23:34 
@gabes2531: Did you wait for the DL to finish? Did you start a new game before checking? I f so, then perhaps try the direct DL link on top.
gabes2531 30 ago. 2019 às 17:27 
I am subscribed to this mod but it isn't showing up in my mods list when I try to set up a game. I checked my MODS folder but it's not there either. Can someone explain what to do? Is it a case of Steam being broken or what?
Darklord Morius 24 ago. 2019 às 19:48 
Odd bug is happening on my games. Carthage's units can't cross mountains anymore with this mode activated.
renzino 16 ago. 2019 às 12:04 
Nice mod. But I can't build observatory when my cities are next to naturals wonders like Cero de Potosi, Kilimandjaro or Grand Mesa.... Is it normal ?
Ultra-Violent Radiation 9 jun. 2019 às 20:49 
Mountains on mines, +production or +gold (tho that'd require workers to go on mountains, and even then they'd take massive damage from attrition).
Doctor G 18 dez. 2018 às 23:45 
mountains produce great amounts commerical tourism, not sure why they do not produce coin.
ExtremeDiaper 19 dez. 2017 às 16:13 
Will the AI civs work mountains?
Willimeister 21 nov. 2017 às 15:26 
playing with mods disables achievments anyway
Munseman 17 nov. 2017 às 12:33 
Does this mod disable achievements?
Onennon 30 mai. 2017 às 12:06 
I'd get this, but I like to play against Gandi (Whom I've renamed Dik Dik) trapped in mountains and surrounded by fallout. I can play alone.:skull_happy:
PEPSOG 18 mai. 2017 às 14:20 
I've downloaded the mod, and activated it too, but I can't work the mountains. Any way to fix this?
Human The Tree 8 fev. 2017 às 13:27 
Do mountain natural wonders recieve the boost? Maybe this can finally make the Grand Mesa worth it.
Yahu 1 fev. 2017 às 7:41 
Desert Folklore not stacking properly on desert mountain tiles. Desert folklore and Petra always made desert mountains workable. Desert hills with plenty of mountians is a great starting city for Inca civ.
BrJason 20 dez. 2016 às 10:00 
Why wouldn't mountains be workable? This is more of a fix than a pure mod. Thanks!
NemesisGene 31 out. 2016 às 4:03 
I have no idea why, but with V2 installed all starter / created units in my new game had a bugged "Himeji Castle" promotion. Hopefully it's just me >_<
[Redacted] 2 out. 2016 às 19:24 
please update it i would love to work on the mountains
Shishiyon! 19 ago. 2016 às 23:12 
Really have enjoyed the benefits from the mountains. (Really makes me feel less silly for settling next to a mountain cluster) However, I was wondering why it was that the observatory could not be built on natural wonder mountains? I suppose the game may not consider them mountains, but it would be nice all the same. Thanks!
D. Rivera 13 jun. 2016 às 21:21 
Just replace the Workable Mountains(v2).modinfo with the file you download. The file you'll need to replace is in the MODS folder. The directory is something like This PC/Documents/My Games/ Sid Meier's Civilization5/ MODS. Or at least that's what it is for me.
Andrés 13 jun. 2016 às 15:43 
HELP i have the same problem as captainwhizfiz!!!!!
D. Rivera 13 jun. 2016 às 13:10 
Same as Captainwhiz!
Captainwhizfiz 13 jun. 2016 às 12:25 
i updated your mod just now and I can't access my save! How do i get the previous version? I've put 15 hours into this save!:steamsad:
Keukotis  [autor] 12 jun. 2016 às 16:50 
There we go. The file's ID has changed because I had to rebuild it on my new machine, but make sure not to load it with version 1. I've made it compatible with Community Patch, plus added Broadcast Tower to the buildings that affect mountain yield.
Chase 3 jun. 2016 às 14:11 
wow i feel really dumb now.:steamsad:
Keukotis  [autor] 3 jun. 2016 às 14:08 
The description above tells you everything you need to know.
Chase 2 jun. 2016 às 14:36 
So is there a certain tech that is needed to make the mt's yeild stuff or should they be producing stuff immediately? I placed a city right next to a mt and it didn't give any tile yeilds.
dninemfive 1 jun. 2016 às 16:51 
Thanks for the help. I wasn't sure if that would work, but thanks for testing it.
Keukotis  [autor] 1 jun. 2016 às 16:26 
Upon testing, it seems simply adding the <Impassable>true</Impassable> tag to my mountain yield feature makes it work correctly. Mountains once again become impassible, but Carthage can still cross after their first Great General. In fact, this won't affect the performance of this mod and will make it compatible with the Community Patch, so I'll probably make an update to this file.

I'll have to reinstall this game's mod tools to upload it, but I'll get around to that. For now, you can add the impassible tag yourself anywhere in the information for the mountain yield feature and it should work, but I will upload that change at some point.
dninemfive 30 mai. 2016 às 22:13 
No, units aren't supposed to, at least according to the change list. Looking through the CP files, in SaneTerrain.sql, they have edited mountains to "[be treated] as a normal tile which is simply impassable without the proper trait." It sets their movement cost to 3, which might be overriden by your feature (with a movement cost of 1) where it wouldn't normally.

But I don't know, I'm just starting to learn Civ modding and I don't know how the terrain functions under the hood.
Keukotis  [autor] 30 mai. 2016 às 20:49 
Oh! You're saying they aren't supposed to be able to. I just assumed the Community Patch did that intentionally (I didn't read through its long change list). Do you know off-hand what the Community Patch did to mountains that conflicts with this?
dninemfive 30 mai. 2016 às 20:11 
Well my problem was *that* units could enter mountain tiles. It breaks Carthage's UA (more than it already is) and makes mountains less valuable tactically.
Keukotis  [autor] 30 mai. 2016 às 20:09 
I recently reinstalled this game and I'm using this now with Community Patch, IGE, and plenty of other mods. My units and the AI can enter mountain tiles just fine. Perhaps it's a problem of load order? That often matters when modding games, but it's difficult to mess with load order in Civ V, so I couldn't tell you the ideal load order or how to achieve it.
dninemfive 30 mai. 2016 às 19:50 
Just so you know, this mod seems to conflict with Community Patch, so that units can enter mountain tiles. Only mods used were Workable Mountains (latest ver.), Community Patch (v 72), and IGE (latest).

It might have to do with the fact that the "Mountain Yield" feature has a set movement cost of 1, although this isn't a problem without Community Patch (testing with IGE only worked fine).
Butterworth 13 mai. 2016 às 13:47 
@SushiSquid - thank you for the answer and for the great mod.
Keukotis  [autor] 8 mai. 2016 às 3:55 
@Butterworth
The AI will treat mountain tiles with a yield just as it would treat any other tile with a yield. So it will work them if it has enough citizens or just calculates them to be better for its current goal than other workable tiles.
Maitre Supreme 7 mai. 2016 às 9:43 
Great mod - THX
Butterworth 7 mai. 2016 às 4:25 
Does the AI use this Mod (ie. does it work the mountain tiles?)
Ematic 3 abr. 2016 às 12:56 
@SushiSquid
Yes! It worked perfectly! Many thanks!
Ematic 29 mar. 2016 às 11:42 
@SushiSquid
Ok I'll try to do as you say and will post the results. For now, thanks for the support!
Keukotis  [autor] 27 mar. 2016 às 15:41 
@ErManuele
Very common issue with the Workshop. To fix it, you can try deleting the file Documents/My Games/Sid Meier's Civilization 5/cache/Civ5ModsDatabase.db in order to force the game to reevaluate which mods it has actually downloaded. Doing this will uncheck all mods.

However, you may simply have reached the weird limit the Workshop has. If you have too many mods subscribed (I don't know the actual number), the game will simply not recognize the rest of them. Copy your mods to somewhere else, unsubscribe from them, then stick them back in. Once you're under the limit again, the game will start grabbing new mods that you subscribe to, although you may still have to delete the Civ5ModsDatabase file to force it to recheck everything.
Ematic 26 mar. 2016 às 12:31 
I subscribed this mod but there's no way to make it available in the mod list in the game menu. What' wrong?
Venusaisha 3 nov. 2015 às 6:01 
well worth knowing anyway. i gone several through resorting mods trying to avoid bumps,crashs,bugs while trying to get good game within history/story concepts.
Keukotis  [autor] 3 nov. 2015 às 5:53 
InGameEditor definitely doesn't conflict. I always have that on, and I'm convinced it's the greatest mod ever made for this game. It would have been impossible for me to test all of the work I did on my many mods without that editor.
Venusaisha 3 nov. 2015 às 2:35 
http://sp.zhabite.com/sharedfiles/filedetails/?id=77002777&searchtext=ige or north pole civilization may conflict with workable mountians me think