Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Distinction - Affinity Buildings Overhaul
45 Comments
Ranger Dimitri 19 Jun, 2024 @ 8:25pm 
I see, doing a vanilla run at the moment, but I'll keep that in mind! And I know which mod you are talking about mind you. And at any rate I don't seem to have any pop-ups giving issues at the moment. Though it is sad to see all of Gaia's mod's just gone. Even the all in one collection is gone as well.
Galgus  [author] 19 Jun, 2024 @ 2:17pm 
Sorry, I didn't mean Ryika's Codex mode there, just Awesome Pods and Ruins - it's a different mod, older I think. It's a good mod for improving the normal Artifact experience. The biggest change is that Progenitor Ruins don't show up at the start and spawn later in the game, alongside the non-Artifact rewards from expeditions being improved.
Ranger Dimitri 18 Jun, 2024 @ 6:21pm 
I see, I suppose I'll keep that in mind with regards to that mod. Though granted I don't really need much, just a simple mod that ensures the player is the only one to get it is good enough to me. I don't need anything more fancy. Though I'll try your artifact mod as well. What the Codex mod is okay, but it kind of takes away the uniqueness of putting artifact together to get a fancy reward out of it. It's a shame Gaia's mods have all disappeared from the Workshop it seems though.
Galgus  [author] 18 Jun, 2024 @ 4:06pm 
Part of the problem is that doing that as a standalone mod would be incompatible with any mod replacing Artifacts.lua.

In my Artifacts mod I disable finding artifacts in Alien Nests and Resource Pods though, which is usually where the AI gets them.

Ryika's Awesome Pods and Ruins mod doubles the number of artifacts - basically adding a recolor of each one - so that you're highly unlikely to run out due to the AI claiming them.

I prefer my own mod there but I'd highly recommend Ryika's.
Ranger Dimitri 17 Jun, 2024 @ 9:30pm 
Okay, I don't really know how to do that myself and ensure it works, but I'll try it myself at some point, hopefully you can make a standalone mod that enables that for the artifacts at some point! I really enjoy the game and part of why I haven't been playing it, aside from this one issue where after about 50 turns or so I get this 'EXCEPTION ACCESS VIOLATION' error and can't understand why cause I don't know how that code stuff works. But the other reason is cause I want to get all the neat artifacts and the relevant things with it but the A.I. ends up getting some and probably just wasting them when they do get them. Either way you've made an amazing mod and I love playing with it!
Galgus  [author] 17 Jun, 2024 @ 8:01pm 
@Ranger Dimitri: For limiting artifacts to Player controlled sponsors only, I noticed that I have some unused code that does that in my Artifacts Overhaul mod.

Basically you have to edit or replace the Artifacts.lua file: having your own filed named that in a mod will undo it.

Find the section saying:

function OnBuildFinished(playerType : number, buildX : number, buildY : number, improvementType : number, buildType : number, removedResourceType : number)
if( removedResourceType == derelictSettlementResourceType or

Add an IsHuman statement:

function OnBuildFinished(playerType : number, buildX : number, buildY : number, improvementType : number, buildType : number, removedResourceType : number)
if Players[playerType]:IsHuman() then
if( removedResourceType == derelictSettlementResourceType or
....
end
....

I may test and make a standalone mod like that later, but I'm busy with other stuff.
Galgus  [author] 17 Jun, 2024 @ 7:48pm 
I'm focused on other things now, but for anyone who cares about knowing how to disable affinity buildings being exclusive, when you open the mod's folder, there should be a folder titled "Exclusivity Code".

Open that and delete the "Lua" folder.

That should disable the one affinity per city rule. If you try this and it doesn't work, you'll need to go to "Affinity Buildings" in the main folder, open all the XML folders with Notepad++, and then delete every line that sets AffinityAffiliation, like this:

<Update>
<Where Type="BUILDING_MONUMENTAL_ARCHITECTURE"/>
<Set AffinityAffiliation="AFFINITY_PURITY"/>
</Update>
Ranger Dimitri 15 Jun, 2024 @ 11:02pm 
I'll admit it's been a long time since I played this game, but I am rather curious as well. Also maybe try and make a mod that limit's artifact's to Player controlled Sponsor's only? There was this one mod that added such a feature along with an overhaul to the artifact rewards, but that mod sort of isn't really around aside from being part of a collection thing.
kalveni 15 Jun, 2024 @ 10:24pm 
If its not too much trouble, could you let me know too?
Galgus  [author] 15 Jun, 2024 @ 10:16pm 
I'm kind of busy, but I could make that sometime.

That shouldn't be a hard change to make though if memory serves: when I have more time I can message how that code worked.
Яндекс.Warhammer 7 Jun, 2024 @ 3:27pm 
Man, plz, answer
Яндекс.Warhammer 6 Jun, 2024 @ 2:35am 
Hello! Can you make a version without restriction for 1 type on city? I know, it is unbalanced, but i play for soul, not for balance. Or, if you leave modding, can you say how I can modify mod to make it?
Galgus  [author] 1 Oct, 2021 @ 8:26pm 
I enjoy it with Rising Tide of Aliens and Rising Tide of Miasma personally.
Jahovah Lies Nameneto 26 Sep, 2021 @ 8:40pm 
looks fair with aggressive alien mod and unit promotion mod
Galgus  [author] 28 Oct, 2020 @ 8:25am 
@jamie_van

Cities can only have affinity buildings of one type: if a city has a Purity building in it, you must sell it before you can build any Supremacy buildings in that city, as an example.

The affinity national wonders, the final and most powerful affinity buildings, can only be built in the Capital. I felt like I needed to make them particularly strong since bonuses have more impact the earlier they start working.

But once you've maxed out an affinity you should be about to finish your victory condition anyway.

The buildings are all overpowered relative to normal buildings to make them always worth building - though H/S may need to ration strategic resources - to give every Affinity a unique flavor.

For some reason the AI seems to get buildings from multiple affinities without that restriction, but it can help compensate for their incompetence.
jamie_van 27 Oct, 2020 @ 11:01pm 
Aren't these buildings all very overpowered? You can get halfway through the tech tree by turn 80 in the base game if you play well. At that point you'd have about 6-8 points in every affinity meaning you have access to a stupidly high number of these very powerful buildings. By about turn 120 you can max out all affinities, which gives you access to every global bonus these give.

I like the features you added, just making sure I understand correctly. Maybe other people play with more victory conditions on? so they never get to the end phase of the game where you have every bonus from every affinity and all the special units. It is possible, but I figured I'd ask and see what you say.
Galgus  [author] 19 Oct, 2020 @ 1:17pm 
@ceannbui

Thanks!
ceannbui 18 Oct, 2020 @ 10:30am 
awesome mod
Ranger Dimitri 4 Oct, 2019 @ 9:37pm 
I have done that though, and haven't worked, I've have had this issue for a while, but I figured no one would notice, also I have an issue with the Steam Overlay since I got Civ 6, that is to say, any other menu beside's the main menu and the in game map are fully functional (that is to say if I where to go into a menu to set up a game or browse the Civlopedia for example, I could not click on anything and have it work) and it has been the case for ALL of my Civ game's, however the issue only applies to them (both Beyond Earth, Civ 5, and Civ 6) I doubt you can help me with it, but I doubt the official Support groups will do anything to help, as plenty of folk's who came with the same issue didn't get help with their own game's.
Galgus  [author] 4 Oct, 2019 @ 9:08pm 
The best I can say is validating game files or reinstalling the game - people may know more on the technical help forum section.
Ranger Dimitri 4 Oct, 2019 @ 3:00pm 
Okay, so I started up a vanilla game to see if the issue was due to having mod's, and I got to turn 135 until I got hit with the it again! I mean WHAT THE FUCK! If this is some intent by Firaxis to force older player's to go to civ 6 then this is BULLSHIT! And if it isn't they don't seem to be doing anything to FIX IT!
Ranger Dimitri 4 Oct, 2019 @ 9:21am 
You're mod (which wasn't the cause btw) Gaia's Improved Exploration and Artifact's Helper, Ctiy-spacing and Land-Grab, and Thunder Dome, to name a few, I've noticed the issue mostly after I tried to use the Exploration mod the first time, and another Artifact mod had the same result, I can't say that is of much help, perhaps I should give out the full mod list active for a game when I try it again. I've gone through my mod list a whole bunch of time's, and nothing seem's to work. I'd rather not get rid of the Improved Exploration and Artifact Helper mod, as I like being able to get all the artifact's and not have the AI do nothing with them. But if I have to take it out then I guess it could be worse, however I doubt it would fix it really.
Galgus  [author] 4 Oct, 2019 @ 8:55am 
I haven't run into that issue, and I'm sorry to say that I don't know what is causing it. For context, I exclusively play Marathon games that last many more turns.

Someone on the Civfanatics forums may be more knowledgeable. I know that error has happened with unmodded BE in the past, but I don't know if that ever happens now or what is causing it here.

What major mods are you using?
Ranger Dimitri 3 Oct, 2019 @ 11:56am 
Also I double load my mod's due to a Worker Bug that some of them have.
Ranger Dimitri 3 Oct, 2019 @ 11:55am 
There seems to be an issue with my mod list, in that once I hit around turn's 50-60 I get an UNHANDELED EXCEPTION Type of Error and my game end's up having to be closed down, are there any sort of mod's that might have issue's with this one? Because I'd rather not lose this mod because it's so cool and different. Might I have to reload the mod then?
Galgus  [author] 3 Oct, 2019 @ 11:36am 
Glad to hear it, though I have no idea why that happened.
kalveni 3 Oct, 2019 @ 9:26am 
I always double load my mods, so that wasn't it. Fortunately, closing the game and restarting it seems to have fixed the issue.
Galgus  [author] 3 Oct, 2019 @ 7:32am 
@kalveni It seems to work for me. I made this with a lot of help and it's been awhile, but maybe try double loading mods.

After you've selected all the mods you wish to use and hit next to the screen listing them, go back to the mod selection screen and hit next again.

It might just be a mod conflict of some sort, though.

Are you sure you did not have any affinity buildings built in your Capital, since they lock off affinity buildings of other types?
Galgus  [author] 3 Oct, 2019 @ 7:12am 
@kalveni

I don't know, I can try to test it on my end but I haven't had the problem before.

Are you using other mods with this that may affect it?
kalveni 3 Oct, 2019 @ 4:11am 
None of the affinity buildings are showing up as construction options in my capital. They show up just fine everywhere else. Do you have any idea what might be causing this/how to fix it?
Ranger Dimitri 8 May, 2018 @ 3:35pm 
I guess I'd like a vanilla buildings as normal version, so that you don't feel burdened by an affinity's playstlye, see I mostly start Purity-Supermeacy, but I'd like my LEV Plant to produce things, not just give me more Energy with I get enough of as is, also cause it has the Mega-Man refences and those are so AWSOME! But I'd like the vanilla buildings to be earned over time instead of just getting a bunch of affinity lvl's for no effort and get OP stuff way to fast, I wan't to Earn the Tech to get these things, not just get them for going down a certain path, also I normally get all of the affinity lvl's at some point, can you see how that kind of player is cared for? Some of us don't like sticking to one Path after all. IF YOU HAVE TIME THAT IS! No rush, if you ever get a chance, it would be awsome, but I can understand if you can't.
Galgus  [author] 8 May, 2018 @ 3:13pm 
My biggest concern in making a different version of the mod would be balancing where to place all the new buildings on the tech web.

If the old buildings were included there'd need to be some renaming with the overlap, and I'd be worried that players would feel pigeon holed into a certain tech route for an affinity.

Or would you want the vanilla buildings to be unchanged?

I'm glad that you're enjoying the mod, but unless I get more time I probably won't make an alternate version of it for awhile at least..
Ranger Dimitri 8 May, 2018 @ 5:59am 
Gotta ask, is it possible that you could have the buldings be in their normal places in the tech tree? By that I mean have this version of the mod as is, but a second one that only really adds the new stuff in and give's it tech placements, it just seems a bit OP to have them all from the start, but I get why, I LOVE the mod though for real! Just would not mind having a bit of a change in things. Also I know how some buildings are diffrent from normal, but I would not mind if you came out with a version that only really added in the new things, and keep the vanilla one's in thier place, with the same stat's and everything, but have the affnity requermint's adjusted as needed, it's mostly to keep my starting tech from being too cluttered on the Civlopieda page, or is it too hard to ask?
Galgus  [author] 2 Jan, 2018 @ 10:26am 
Yes, it was made for RT. If anything it may not work without the expansion.
76561198031086187 2 Jan, 2018 @ 4:21am 
Is your mod RT compatible? Regardless, I will try it out and see what happens.
Galgus  [author] 30 Dec, 2017 @ 11:59am 
If you are using Steam, you just need to click the green Subscribe button and it should show up on your Mods menu in-game.
closedmeteor 30 Dec, 2017 @ 1:29am 
how to download?
NyMpHoBoNsAi 3 Dec, 2017 @ 1:20pm 
thanks all the same for responding!
NyMpHoBoNsAi 3 Dec, 2017 @ 1:20pm 
or a lvl 12 purist civ using hybridzed affinity buildings up to the same.
NyMpHoBoNsAi 3 Dec, 2017 @ 1:19pm 
Hmm shame, i was hoping it would be a matter of writing in a line that would renable the listing of buildings once ya reached a higher affinity. is the way you coded in the build exemption based on a "if w is built remove xyz from build list" sort of set up?

any chance youde make a version without the exemptions? or maybe make the lower affinity lvl based buildings without the exemption code? i see no reason why a lvl 12 hybrid culture wouldnt be able to atleast use the buildings from its 2 hybridized affinities up to say lvl 6
Galgus  [author] 3 Dec, 2017 @ 8:50am 
I do not know how to code an exemption for the building exclusion at higher affinity levels, and I'd also be concerned with it homogenizing the affinities to some extent.

And in practice the AI generally still feels weak in the late game. I'd tell you how to change that if I knew, though.

Anyway, I'm glad you're enjoying the mod.
NyMpHoBoNsAi 3 Dec, 2017 @ 1:01am 
Great mod, ive gotten back into be because of it!

Any chance you can make the buildings from the other affinities buildable for players once they reach a much higher level for said buildings then they would normaly to offset the Ais ability to build anything they want? Or let me know how I could edit out the exclusivity settings for said buildings?
Grand-Admiral Luna 14 Nov, 2017 @ 12:44pm 
This mod is AMAZING!
Bluetail 16 Oct, 2017 @ 4:00pm 
If only you could make a repeatable tech or someone, because I don't want to have other techs if I want to be Purity or another Affinity only.
Woodwyrm 14 Oct, 2017 @ 5:34am 
sounds neato.