Humankind

Compatibility: Triple Alliance Patch for Humankind

Released (updated ago). Ranked 12 of 1,986 with 9,056 (4 today) downloads

Published by Uncle2fire (mod ID: 1787330)

load_order.jpg

By loading this mod in addition to my Culture Super Pack, DocktorKain's Vanilla Improvement Project, and FreeThinker's Extended Naval Combat mod, you can play with all three mods enabled and no conflicts.

The load order of the Super Pack, Vanilla Improvement Project, and Extended Naval Combat shouldn't matter, but you must load this mod AFTER all of them. That is, you need to select the Super Pack, Vanilla Improvement Project, and Extended Naval Combat first, then select this mod, then click "Apply".

See the screenshot for a visual to go along with the instructions.

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With this patch loaded, you will not need any other compatibility patches. Loading other patches alongside this patch may cause errors.

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This mod makes small adjustments to a few Super Pack cultures, to fit better with FreeThinker's changes to units and technologies:

Chileans: the name of the EU has been changed from Dreadnought to Almirante Latorre-class Dreadnought, to distinguish it from FreeThinker's generic Dreadnought unit; the unit's combat strength has been increased 60, to be slightly more powerful than the generic Dreadnought; the unit will now unlock at Dreadnought Design instead of Combustion Engine, to match the unlock point of the generic Dreadnought

Costa Ricans: the Portage will not unlock at Railroad instead of Steam Engine, to match the unlock of the Train Station

Ecuadorians: the Cyber Defense Operatives will now unlock at Insurrection Theory instead of Covert Ops, to match the unlock point of the generic Commandos

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If you encounter bugs, please let me know! You can find me on Reddit, Steam, and Discord under the name uncle2fire.

Dependencies

NameAddedUpdated
Culture Super Pack
Extended Naval Combat
Vanilla Improvement Project

Releases

FilenameSizeVersionAddedOptions
comp_triple_alliance.zip225.63kb1.7

triple_alliance.zip157.4kb1.6

triplealliance.zip157.37kb1.5

132899543039210067_1787330.zip159.11kb1.4

132894210558308433_1787330.zip157.77kb1.3

132890708269604858_1787330.zip158.5kb1.2

132888321268219009_1787330.zip158.64kb1.1

132886321084631090_1787330.zip165.54kb1.0

26 comments

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Axepower4123
Axepower4123 @axepower4123

@Uncle2fire Bug report: redundant horsemanship tech which gives access to horses and scout riders after domestication tech
Present Upon reaching ancient era
MODs:
Extended naval combat V13.95 loaded first
SUPERPack V1.24 loaded second
VIP MODPACK 3.32 loaded third
COMP TRIPLE ALLIANCE V 0.32 loaded last

Uncle2fire
Uncle2fire @uncle2fire

This is a result of a change to ENC in the last couple days. It will be fixed in a future update.

To avoid bugs from updates to the three main mods, I’d suggest using the versions of those mods listed in the changelog for the most recent version of this patch.

JA
jason1692 @jason1692

Is the update for this still in the works? Last mod I am waiting on lol.

Uncle2fire
Uncle2fire @uncle2fire

The update is out!

Uncle2fire
Uncle2fire @uncle2fire

Yes, it is. Thanks for your patience.

monoolho.
monoolho. @monoolho

Thank you for your hard work. A question: are you updating it for the next ibn battuta update, or the current bolivar update version?

Uncle2fire
Uncle2fire @uncle2fire

When the update is released it will be for the ibn Battuta update.

Kosh1645979352
Kosh1645979352 @kosh1645979352

Looking forward to the update, I assume this mod is breaking things now (?). I had been loading ENC/VIP/SUPER/Triple Alliance with no issues a few days ago, but I just tried to add True Endless Speed and its compatibility patch and the "end turn" spin animation just stays spinning forever at end of turn 1. So I turned off TES and its comp patch and went back to ENC/VIP/SUPER/TA, and the end turn button is still spinning out for forever on end turn 1... not sure if my ENC/VIP/SUPER/TA mods were actually not up to date this whole time until I added TES or what.. but now I can't end my 1st turn either way. Hoping this patch fixes things up :)

Uncle2fire
Uncle2fire @uncle2fire

I'm surprised you managed to get this mod to load at all given the changes from the recent game patch and to the three main mods. I'd suggest playing without this mod active for the time being.

An update for this patch is in progress, but facing some roadblocks. I'm hoping to complete the patch soon but I have no time estimate, considering the aforementioned roadblocks. Thanks for your patience.

LM
LtMeadgore4651 @ltspicywener

Is there a way to get these mods to work with the deep sea mod?

Uncle2fire
Uncle2fire @uncle2fire

I'd need Enchanteur to send me a unity export of the mod's files. I'm not sure if they're active anymore, or if the mod has been updated for the most recent patch(es)?

AR
arvygaming040207 @arvygaming040207

Thank you very much for making the super culture pack mod (and this patch as well!!). My friend and I deeply enjoyed the variety in cultures while playing multiplayer.

With the three mods being updated to the Bolivar update, would it be possible to update this patch as well? :)

Uncle2fire
Uncle2fire @uncle2fire

Thank you :) I'm currently working on an update to this patch now that all three mods have been updated. I hope to have it finished at some point this week.

EBarracuda
EBarracuda @barracuda20

With only the VIP, ENC, Super Pack and the compatability patch loaded, my game freezes on the loading screen after pressing Apply in the mod menu.

Uncle2fire
Uncle2fire @uncle2fire

I'm working on this issue, but in the meantime, you shouldn't have any issues loading with the order ENC>VIP>Super Pack>Triple Alliance.

EBarracuda
EBarracuda @barracuda20

Worked like a charm in that order thanks

AP
AikidoPanda @aikidopanda

Hello. I tried playing with all these mods and triple alliance loaded last and had several issues. I would say, that the load order still matters.

1. The VIP uses the alternative formula for scientific stars, it counts science points instead of technologies. ENC, meanwhile, uses the standard Humankind formula. So, when I try to load ENC after VIP, the game thinks that each science point is a whole tech. And all players get scientific stars very quickly.
2. The tech trees from two mods overlap each other. So, some units (like siege artillery) are discovered twice, by vanilla tech and by new tech from ENC.
3. Some industrial techs in VIP are supposed to increase pollution from different types of districts. However, when I played with triple alliance, I only had the description. No such effects were applied.
4. In contemporary era I frequently caught a "spawn point is invalid" bug with aerodromes. I am not sure if this is a mod compatibility bug, cause I saw it even in vanilla game. But still.

Despite all of this, thank you for the attempt of making popular mods compatible. The game was rather playable, without truly game-breaking bugs.

Uncle2fire
Uncle2fire @uncle2fire

Thanks for your feedback. I'll look into these things and see if I can iron them out.

TaylorItaly
TaylorItaly @tayloritaly

Does that mod mean , i don`t need the single compatibily patches only this one or is this one on top and loaded as latest ?

Uncle2fire
Uncle2fire @uncle2fire

Don't load this mod alongside any other compatibility patches, as shown in the screenshot above.

TaylorItaly
TaylorItaly @tayloritaly

Ok.
Thanks.
But there are for example patches for ENC and Deep See.Should this one before those or last ?

Uncle2fire
Uncle2fire @uncle2fire

Always load this patch last.

Don't load this patch alongside any other patches aimed at making the Super Pack, VIP, or ENC mods compatible with any other mods. Compatibility patches in general should not be loaded alongside other compatibility patches; they only work correctly when they are the only compatibility patch loaded.

I believe DeepSea should be compatible with the Super Pack, VIP, and ENC as long as you load DeepSea first and this patch last.

Dr.Khal
Dr.Khal @drkhal

VIP - ENC - CSP - Deep Sea - then this compatibility patch?

Correct me please if I'm wrong. I just love the combination of these 4 so much that I can't play one game without 1 of them.

TaylorItaly
TaylorItaly @tayloritaly

Thank you for the answer and your mods !

TaylorItaly
TaylorItaly @tayloritaly

So,today i will start a new game ; only with your patch.
Before that i used to load :humankind.exe -m "More Aggresive Animals" "Overhaul" "Cultural Wonders Rebalnce" "Vanilla Improvement Project" "Extended Naval Combat" "BuyThis!" "Super Pack" "Uncle2FireIncaModel" "CompatibilityPatch - CultureSuperPack and VIP" "ENC & VIP Compatibility" "CompatibilityPatch - SuperPack and NavalCombat" "DeepSea" "CompatibilityPatch - CultureSuperPack and DeepSea" "Patch - DeepSea - Extended Naval Combat Mod" "Era Stars Neo 3 World 14" "Villages" "Community Progressive Difficulty" "Extended Naval Combat Techtree Patch" "Outpost-Pop-Fix" "Eventful" "Compatibility - Triple Alliance Patch"

monoolho.
monoolho. @monoolho

The godmod has stepped down and graced us with hope! An update! Thank you, my good sir.