Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Affinity Quests Fix [Base Game Only]
   
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8 Nov, 2014 @ 1:48pm
10 Nov, 2024 @ 11:38am
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Affinity Quests Fix [Base Game Only]

Description
WARNING: This mod only works with the base game only. Do not use it with the Rising Tide DLC.

This mod fixes several problems that afflict various affinity quests and the whole quest system itself.

Here's a brief list:

-Familiar Exotics Chapter 2 (The required building can now be built on any city.)
-An Elemental Fate (Xenomass now respawns at the end of the Harmony path.)
-Cultural Burden (There was a bug when all 8 sponsors are present, which was fixed by Firaxis later in a very drastic way. With this mod it works like the Firaxis fixed version when all the 8 sponsors are present and it works like the old version when there are 7 or less.)
-Point of no Return Null (Fixed a critical bug that prevented the script from working due to incorrect coding.)
-Acclimation (Fixed the "city must be near canyon" check.)
-Pure Advantage (Fixed a critical bug that prevented the script from working due to incorrect coding.)
-Civil Skies (Fixed a bug that prevented the founded city from being recognized.)
-Written in Stone (Fixed a bug that caused the quest to instantly fail.)
-AffinityQuestManager.lua (Fixed a line that caused the code to check quest eligibility in the wrong place. Fixed a critical issue that prevented quests from being assigned to human players.)


QUEST FOR AI ONLY

This is an optional feature. By default AI cannot get affinity quests, and even if they get them, they can't complete them.
This means that by re-enabling them with this mod, AI get severely disadvantaged. On the other hand without this mod as long as there is even one AI in the game, human players will only get a few basic quests before turn 100 (normal speed) and then NOTHING for the rest of the game; you'll miss out on 18 quests (5 per each affinity, plus 3 general ones).

In order to fix this issue I have included in this mod the "Quest For AI Only", which is an affinity quest specifically designed for AI and their not so smart behavior. Basically AI will be rewarded for the praiseworthy achievement of not getting themselves killed before a certain amount of turns.

Now by default this mod assigns to AI a custom quest that I created called "Quest For AI Only". However the quest will never be completed. If you think that AI should be allowed to complete it, then you need to change the value of the tag "IgnoredByAI" from "true" to "false". You can see a detailed explanation on how to do that by looking at the picture attached.

Upon completion AI will be rewarded with affinity points (same as the human player) plus one among many different yields (science, culture, energy, food, production, etc) which mirror the same rewards that the human player normally gets. Moreover once AI reach level 4 or more in their dominant affinity, the quest will reward them by spawning a related affinity resource with 6 units near their capital (regular quests for the human player may give something like that so it's fair), and if they don't have titanium, they get 4 units for free.
Popular Discussions View All (1)
1
23 Nov, 2015 @ 12:41am
Adaptations for Rising Tide
ZaneCommander
108 Comments
Harris_the_Foxx 12 Jan, 2016 @ 7:08pm 
Seconding the comment about Rising Tide being broken. Perhaps add in the description that it does not work with Rising Tide?
Ryoga  [author] 22 Nov, 2015 @ 7:35pm 
Yeah you shouldn't use this with Rising Tide at all. This mod replaces an important game file with one that lacks several lines of code required by the expansion; it will seriously break your game.

As for the other question, I have no knowledge of anyone working on a port (I have nothing against it, mind you).
ZaneCommander 22 Nov, 2015 @ 2:37am 
When using this mod with Rising Tide, I don't seem to get any affinity quests at all. :(
I understand this mod only supports Vanilla, but has anyone gotten it to work for RT, or know what's going wrong?
Ryoga  [author] 1 Nov, 2015 @ 8:56pm 
As far as I know the quests are NOT fixed in the vanilla game. I couldn't find any significant difference in the patched files, and a quick test showed, as expected, that no quest was given past turn 100.

Now from what you have written it is apparent that you are playing Rising Tides which apparently fixed that problem, but this mod is for the vanilla version only, and unfortunately, unless someone decides to take over, it will remain a vanilla only mod.
The reason being that I do not posses Rising Tides and I do not plan to buy it, seeing as how it is ridden with bugs and several unbalanced stuff.
andresacram 31 Oct, 2015 @ 10:24am 
Quests are fixed in the sense that you can get affinity quests past turn 100, but some quests are now broken again, asking for buildings on the capital when an aquatic capital can't build them (IIRC, Familiar Exotics, Occupational Hazard, maybe some other I'm forgetting.)
Chico Chico Chico 26 Sep, 2015 @ 10:17pm 
It was a quest made by a fan in the chat, read out loud during the stream, i don't remember the wording but im pretty sure they said fixed. They played so bad, though, and the audio was bad, that i don't feel like watching that again.

Still, last time, there was nothing wrong with the quests, and they decided to break it, so...
Ryoga  [author] 26 Sep, 2015 @ 1:34pm 
I'd like to know what was the actual wording of that comment, did they actually say "fixed"? Until now they have never told us whether what they did in the patch was intended or not.
andresacram 26 Sep, 2015 @ 8:48am 
Devs stated during last stream that quests will be fixed in the expansion, but as they haven't played a livestream past T100 yet, we still don't have more than their word on it.
Ryoga  [author] 24 Sep, 2015 @ 4:16pm 
I haven't played this game in quite a while so I'm out of touch with the most recent news, however I have heard a rumor that the affinity quest system will be "fixed" in RT. We can only hope it's true and that they made a good job this time, because last time they "fixed" the affinity quests they actually destroyed them all apart a few ones.
Chico Chico Chico 18 Sep, 2015 @ 5:55am 
This mod was last updated in january. Has it been fixed in the vanilla game since then?

In the RT streams, they are playing (what i suppose) is unmodded RT, and getting quests and fulfilling them, so i guess they fixed it for the xpac? What do you think?