Sid Meier's Civilization VI

Sid Meier's Civilization VI

Radiant Help Ai Promoting Units
23 Comments
Lovebuzz 10 May, 2020 @ 4:29am 
Seems good. Is this still working with latest patches?
xxx78 23 Feb, 2020 @ 5:23am 
For some reason it crash when zooming out with free camera. No idea why.
xxx78 23 Feb, 2020 @ 4:30am 
Nice mod. Is it still working with latest GS patch?
Ingolenuru 2 Dec, 2019 @ 1:47pm 
I apologize. I don't know how the game works so I asked on a different mod of yours if the City States get the same bonuses. I don't mind if they are better at attacking me as long as City States don't get wiped out. It looks like the City State issue has already been tested. I will eagerly wait for you return to modding. Be well.
Shiroho  [author] 19 Feb, 2019 @ 2:17am 
@ubereffect @jonathan.ayling Thanks for your reports guys, that's helpful and i will see when i can do when i will be back on this. im sorry for the late answer, be aware i go through tough times atm and it ll take a moment before i come back on my mods ! (sorry about that !) but worry not i will at some point
ubereffect 18 Feb, 2019 @ 12:51pm 
@jonathan.ayling
Ouch. I had not considered the Foreign Ministry.

I've not tried Hungary yet. Saw a YouTube video prior launch, by Marbozir, entitled: "Hungary is Actually Beyond Insane - Civilization VI Gathering Storm".

I wouldn't want to play against a human controlled Hungary intent on my destruction.
jonathan.ayling 18 Feb, 2019 @ 11:41am 
@ubereffect - aha, just read your levying units concern - and yes, you're spot on. As Hungary, an unintended consequence was that I could levy considerably promoted units. On the other hand, I like the CSs also benefiting from promoted units (it somewhat helps them survive), and if we're talking balance with Hungary, the foreign ministry is the real disrupter...
jonathan.ayling 18 Feb, 2019 @ 11:36am 
OK - so I've now played through my GS/1.0.0.290 warmongering-Hungary game with this switched on, AI units are getting upgraded to level 3 and 4, and I could see no obvious defects with the mod. @ubereffect - your compatibility update code tag correct to me.
ubereffect 18 Feb, 2019 @ 10:00am 
Raven_2012 posted the following in another mod's comment section:

"You probably need to add this code in the <Properties> area in .modinfo, so the mod doesn't get flagged as incompatible:
<CompatibleVersions>1.2,2.0</CompatibleVersions>

I believe the 1.2 in the code means it is backwards compatible. I notice some mods just have 2.0, but a lot have the 1.2,2.0. I assume to be backwards compatible for players who don't have GS."

I hope this helps. Best wishes.
ubereffect 18 Feb, 2019 @ 9:55am 
I like the concept. This mod looks very interesting. I'm guessing it plays nice with mods that attempt to help the AI by giving them yield bonuses (production, and such), attempt to have them play smarter, and maybe even mods that play with combat strength modifiers?

City States concern me however. Specifically levied units. More so with Gathering Storm's introduction of Matthias Corvinus of Hungary, as he's especially able to take advantage of levied units.

Maybe make it so promotions increase the cost of levying units? And make it so city state units don't get faster promotions, while levied by human players? Or maybe just give city states a territorial buff, like how Defender of the Faith works instead?
jonathan.ayling 16 Feb, 2019 @ 12:02pm 
As a GS note, even though marked incompatible this (invaluable) mod appears to load without problems in the latest (1.0.0.290) build. I've not played beyond 50 turns, but I did see AI units with the extra promotions. Hopefully this means it won't be too much trouble to make fully compatible.

Thanks for this Kimu and wishing you the best for your health problems.
Shiroho  [author] 15 Feb, 2019 @ 7:36am 
I will type a general message here for news about new exp : I don't if my mods are fine with it, because i don't own it yet and don't know about the new data trees. Sad thing is i have no money for now to buy it, nor time to work on this because i have some serious health issues to solve before. let's hope i will be back the soonest possible and not in 5 month : / but make no worries, Civ 6 is still one of my top favourite games and it's a matter of time i get my hands on it. My mods were all created with lot of work and patience and with the goal to be as much compatible as they can, thus it means some of them could perform perfectly fine on this new expansion with me without needing me to do anything with their code and some others probably won't. Just test them and give me bug/glitches is there are until the day i come back.
OpenBook 1 Dec, 2018 @ 7:14pm 
Ok I did a lot more testing with different configurations for this. With no mods enabled except this maximum map size maximum major/minor civs there is zero cpu hang on the city state turn. With city state added units enables there is significant hang. 1-1.5 seconds. With the larget map sizes mod enabled and additional (22 major 28 minor) I get about 20 seconds of hang and zero UI interactivity during that time.
OpenBook 1 Dec, 2018 @ 7:14pm 
So yeah it seems it IS a cpu overwhelmed issue. The mod makes those calls during every sity state turn regardless of them already having the upgrades. On extreme setups of 50+ combined civs it hangs so long it appears to have crashed. But it didn't. The code is clean. It's just a touch demanding during the city state/barb turn.
OpenBook 30 Nov, 2018 @ 8:44am 
No problem with the mod, it is a great mod. There is an incompatibility with certain intense setups though apparently. At least on my end. The best I can work out so far is that the xml is making calls on a broad enough level that mods adding sufficient numbers of units (city state helper mods/Large Maps Increased Barbs in my case,) compound the calls into a cpu nightmare.
OpenBook 30 Nov, 2018 @ 8:44am 
Like you I need it for myself so i will continue to try to figure out the exact measures of civs/minors/map options required to trigger the critical state. If I lock it down I'll test it and see if I can reproduce it on smaller maps and let you know if I can. I want the mod to work for me though because really it's perfect.
Shiroho  [author] 30 Nov, 2018 @ 3:01am 
XTerraniteX I didn't get any word that meaned it in your messages but, did you have a problem with my mod ? incompatibility ? crash ? Your message seems like it's not working for you. It's strange because that mod is really simple and should be fine with any other. And yeah, Civ6 is extremly demanding for your pc if you play on big maps. The number of mods you have add another stress on top of that ... I have a 4x2 core hyperthreading processor, a 1080 gtx, i play on normal maps and sometimes it's not enough. xD
Shiroho  [author] 30 Nov, 2018 @ 2:58am 
XTerraniteX Thanks mate ! well it's strange there was 2 comments here but they disapeared (seems their author deleted it because i didn't). This kind of mod is not really popular because most of people don't like more difficulty (sadly and it's a shame), in opposition cheat/help/easier game mods are totally a breakthrough lol. This is not really motivating but still i need it for myself so...
OpenBook 30 Nov, 2018 @ 1:31am 
You got some great mods man. I like them. So thanks, and I hope my comments aren't taken to be complaint. The mod works fine when used as intended.
OpenBook 30 Nov, 2018 @ 1:29am 
I have a mod that adds starting units to city states as well...perhaps that is the issue, it doesn't touch anything I saw you did in yours though so I don't get it really. Anyhow just throwing that out there for you. It's obviously not your mods fault my game is modded to have insanely big maps lol. But I thought you would want to know it can have that effect.
OpenBook 30 Nov, 2018 @ 1:26am 
I went through the xml you wrote up, and there is nothing in there that helps me account for this. I can add other far more intense processes to the mixup and they dont do it either so it's presumably not a cpu drain issue, but it IS hanging the game not CTD which makes me wonder about cpu drain. I have an i7 so I don't get that terribly often.
OpenBook 30 Nov, 2018 @ 1:22am 
So, I have extra map sizes, one any but largest of these mod works fine with 26 city states or with 26 primary civs. I didn't test with 26+26 on small map because idk how start loc's work exactly and I thought not having enough might break it anyhow so results wouldn't help me to find my problem. After first turn on largest map with 26+26 it crashes the game.
OpenBook 30 Nov, 2018 @ 1:19am 
Hi, I'm not sure why the mod has 200 subs and zero comments is kind of weird. I am playing with the modified upgrades in my game right now. I wanted to get this one as well because I liked most everything you said concerning your reasoning. I want to share my experience because, well I'll just explain in next post.