/r/nqmod
This is the official subreddit for the Civilization 5 NQ Mod project.
This is the official subreddit for the Civilization 5 NQ Mod project.
Please note NQMod is not compatible with any mod that modifies the DLL (may be in the description) and requires both expansions and all of the DLC civs/wonders.
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OFFICIAL RULES
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Limit discussion to topics generally connected to NqMod, NqMap, and Civ modding.
Please direct any subreddit related comments or concerns to the subreddit modmail
/r/nqmod
Any tips for this guys? I have downloaded Lekmod and it has pantheons describing some of the new resources like coral, but it seems these new resources aren't spawning for me.
Just trying the Lekmod for the first time, however I came to find that the extra resources won't generate without the map. I haven't been able to find it, and I downloaded from the steam group v32.8.
Any help would be appreciated.
So I've always been under the impression that great scientist bulbing, and other great people that can bulb, is dependent on the last couple turns (game speed dependent) of science regardless of when you use the great scientist. In a game recently I noticed that the science the bulb generated wasnt changing at all turn to turn, so I guess was calculated when the great scientist was generated. Is this a leqmod change or have I always misunderstood this?
I just want to find a way to practice my simcity without griefing nq lobbys as i kinda suck dick at the game
Im trying to get nq maps scripts to work
https://docs.google.com/document/d/1KiFTUkF8zxbRdN_AmQ-jIwdUAjnriO2wYNGBuqphcCM/edit?tab=t.0
Does not work.
Got EUI 1.28 and nq mod v10.
Anyone know what the problem might be?
Hello, where can i download nqmod las version pleas
Hello, I saw many topics on this subject but I would like to clarify the following points please: -Does Lekmod change the tech cost formula ? -What is the tech cost formula in Lekmod (online and single)? -Is it applied starting the second city ?
-same for culture ? -does great people have the specific counter ? Thank you
I'm wondering what other religious specializations people use. I think mine are very rudimentary which is why I'm curious about other strategies.
For instance I love Columbia with spirit trees, which gives crazy bonuses to lumbermills. I know it's also dependent on your resource rolls too, like Sun God for example when you spawn in a jungle with citrus/cocoa, etc. which had to be recently nerfed too, but is still extremely powerful.
I like to pick Religious Troubadours for coastals or setting up early trade networks and if I'm running piety I'm pretty much always playing wide & usually pick Houses of Worship for the rapid border expansion in my late cities. That all seems kind of obvious though.
Hello, I have installed Nqmod 12.4 but many texts are not corresponding to what they provide. Is it specific to other language (like French ) version or should I switch to the English version to avoid these confusions ? Finally, do you recommend to install an other Nqmod version ? Which one is the most popular ? Thank you
Hello Does anyone know what is the music of the franks civilization (charlemagne) ? Shazam doesnt work with it
The current Yugoslavia UU (M-84) is extremely forced (imo) from a historical perspective. Not only has it no real historical importance for the country in comparison to other Yugo tanks, but it only served with the country for about 7 years before the country went to shit. It is also more on par with Modern Armor (Leo 2A5) than the Tank unit (T-34), technologically speaking.
Imo, it should be replaced with an earlier tank design.
If we keep the ability "Ignores Zone of Control movement penalties", then i think a cool option would be to switch it for "Partisan Tanks", as Yugo partisans were high tier kings when it came to update or modify older tanks to fit their need. They made several mod variants on the M3 Stuart, such as a tank destroyer and self-propelled anti-aircraft gun.
Thank You! Truly. I've derived a great deal of pleasure from this mod over the last several years. Time simply doesn't permit me to play as much as I'd like to, but I've put in enough time to know that the man-hours put into this project must be immense. The humility in keeping it quite minimalist is also quite extraordinary and appreciated. Great work guys.
Askum has a lot of faith bonuses which makes it a natural candidate for going down the Piety tree and possibly getting Grand Temple bonuses for your religion. However, while its UB "King Ezana's Stele" appears to be a replacement of the Grand Temple (except its condition is for monuments in all cities), it does not get any of the Grand Temple bonuses. Is this intentional or a bug? It basically cost me the game when I realized I couldn't build a "Grand Temple" or get its bonuses.
Hi, Looking to start using the Lekmod. In the documentation the only game speed explicitly referenced is Quick, which leads me to believe that the mod is balanced for that game speed. Is this assumption correct? I only play singleplayer and usually prefer standard or slower game speeds. Would it be a big balancing issue with things like the UAE xp bonus per round?
Me and a friend have played two games together against AI with the most recent version of Lekmod.
In the first one they conducted diplomacy normally, however in the second one they never said anything.
Googling around it seems that AI doesn't talk in multiplayer and that you should use JdH's multiplayer AI mod. I installed it and the JdH multiplayer mod manager, however the AI still doesn't talk. Has anyone got any experience with it in Lekmod?
EDIT: They declared war in the first game, but didn't in the second. So technically didn't talk either.
Hey, spent quite a while trying to figure out Wine and run civ 5 w lekmod through there, but no luck. Has anyone better than me with this stuff managed to get it working? I need my fix but don't have a PC anymore. Singleplayer is fine.
So I wanted to make a variant of the mod that re-adds Venice and atomic bombs - preferably with the same stipulation nuclear missiles had in that they can only be built with hammers.
I was able to figure out where in the code the Venice removal was done and revert that (deleting RemoveVenice.xml, editing the modinfo to remove the file addition of RemoveVenice.xml, and editing two flags in Civ5Units.xml)...
But the atomic bomb change seems to be done somewhere else. I have attempted editing the RemoveAtomicBombs.xml file to have the same line that is in NuclearMissileChanges.xml (so that it can only be production-built) but the Atomic Bomb is still not present at Nuclear Theory.
Is this hardcoded somewhere else? Would I need any tools to fix this?
It's an irritating loop of gameplay and adds no strategic depth. You either do it and you gain an advantage, or you don't. It's unfun for newer players to learn, and it SHOULD be annoying for veteran players to perform.
Imagine upon doing a real life push up you're given 50 Gold in game for that turn. It might be a 'skill' to remember doing it, but Civ 5 shouldn't be testing your athleticism, nor should it be testing your ability to click 2 buttons every Pop growth.
A second example would be to imagine having to polish your chess pieces at the start of your move to gain a minute on your chess clock. Sounds ridiculous doesn't it?
A player locking tiles will already have a leg up over those using the automatic Citizen allocator. Just like how manually scouting doesn't give you extra free XP, or manually using workers doesn't build improvements quicker, manually managing your Citizens shouldn't confer any unnatural bonuses.
If people are worried about Gameplay changes and timings, just implement City growth giving 2 hammers, or if people are really ass mad, scale the hammers with the highest hammer tile in City borders. No micro + no demo changes.
What are good timings for techs.
For example when i get to Unis what turn should I expect to be there to be having a good game.
Same with Factories Pub schools ect.
Or in general how do you judge where in the game you should be by x turn
Discovered numerous bugs and syncing issues along with a couple of crashes when we got our fifth player in. As a advocate of this mod it's real shame, definitely makes the game more interesting and improves the balance, however when you are spending more time in the lobby setting it up over and over than playing, it becomes very discouraging for the players and unfortunately outweighs the good. Whoever is in-charge please do more trouble shooting with 5 or more players, I can admit the internet may play a part, though it seems to desync and crash more on the custom maps particularly, which indicates it may be client side. Even a lightweight edition of the mod would be great just preserving the balancing rather than extra content kind of like Noquitters, although would take a lot of the fun away.
EDIT Follow Up: Now the Vanilla Game is broken on MP, cities are changing locations, spawning within another or not appearing after the first turn, having to Verify file integrity.
I'm keen to join but unable to request access because my first attempt was denied. Does anybody know a workaround now my profile etc is public? Thanks
Been playing single player and usually steamroll AI on Prince but a friend wanted to play so I hosted a game and now we can't get a single wonder, the AI religion can't be eliminated but doesn't have that belief selected, and their units can one shot my unit that does 10% damage to theirs at the same technology level.
When I start a singleplayer game it crashes with these installed. When I remove them it works fine. I have the most up to date versions and ive tried verifying game cache.
I am aware of the free harbors + messenger of the gods (+2 science and +1 faith per city connection) strat, but what policy trees do I go for? Is it a liberty->exploration thing to get as many city connections as possible? Or do people go piety? What are the different routes I can go? Should I settle as many cities as possible early on, even if it delays my national college? Just need some general ideas. Thanks.
I know it's been a few years but only now I found out about lekmod and finally made it work with EUI 1.28, sadly with 1.29 it gave me serious issues and wasn't working well at all.
Some things about lekmod I liked, other aspects not so much or still unsure. I'll list here some bugs or questions I have, maybe others who used lekmod went through the same or have solutions, ideas on how to fix.
I really liked some changes like workers now can be used to improve fishing spots, no need to build work boats anymore.
The honor tree was completely changed, not sure if I prefer this way or the older one, some of the options seem quite powerful.
I'm aware lekmod is described as a multiplayer dlc but I only use it in single player. Is that why when i click a city state, its dialogue doesn't open at all? Any workaround?
So many questions, I'm sure I forgot some right now.
Bugs
- When choosing a civ and moving mouse over the 2 unique units or bonus, doesn't show tooltip as vanilla Civ 5 shows
- Privateers don't capture other ships anymore? Why? If not, that is a disappointing
- A few civs I played against don't have the animated leader background, like Italy, Ireland, Zimbabwe and other ones. A grey empty background appears instead. Maybe some assets are missing? Is there a newer version of lekmod with these missing backgrounds?
- I like the big number of extra civs available in the game, much more than in vanilla, even if some of them have bugs and missing backgrounds. Is there a way to use these civs without the lekmod DLC, with other mods and EUI 1.29? Like you can add civs as individual mods to the game. I tried without lekmod, copied the civ files to MODS folder but they didn't show up in game to choose, only if I was using lekmod DLC.
As title says, I can't build a work boat in a coastal city. I am able to build a lighthouse though. Is this a known bug or something on my end?
[using v.32 BETA]
I have been wondering if anyone has a solution to getting the LEK mod custom civilizations working for a true start location huge earth map. It seems like it would be possible to do it by manually editing the LUA file for the Play the World Extended BNW Map, just wondering if anyone has a solution that doesn't require manually getting the tile coordinates and the custom names into the LUA?
If anyone has any idea even if I've got to manually do it or if anyone else has been attempting something like this, I would love to know, nice one :)