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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.
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.
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>
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.
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.
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.
Thanks!
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?
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?
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?
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..
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
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.
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?