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(I am a french player)
During starting the gameI have these 3 error messages:
Unable to load texture [iconeframe64.dds]
Unable to load texture [asset / UI / art / icons / leaderportraits1024frame.dds]
Unable to load texture [asset / UI / art / controls / 9grils / gril9highligh8.dds]
I have theses mods:
Enhanced covert ops
Infoaddict
Atificial unintelligence lite
cities 6 tiles away
Enhanced loadout
Battleship Yamato
IGEditorBE
Advanced game options
larger maps
Starting location overhaul
Visually distinctive terrain - lush biome
Visually distinctive terrain - arid biome
Visually distinctive terrain - fungal biome
Colorful tech web
Somebody have an idea?
I do not know of any other AI mods for Beyond Earth: I'm sure there are plenty that tweak flavors and warmonger stats, but the ideal values for those is relative. For Civ5, my mod (Artificial Unintelligence) is the most extensive one I know of, though plenty of other DLL mods have borrowed my changes and applied some of their own tweaking on top of it.
I think something is going on that makes the AI perform actually worse than normal, as I never dominated in such a way in Immortal before. As a note, I tried first your other mod, Artificial Unintelligence (without Lite) but did not see it in the mod list after subscribing, so I tried that one. Am I missing something or this version needs to be tweaked?
While I probably will fix the issue in the Civ5 version of the mod (since I have access to the C++ code, I change it to make the "avoid growth" flag play nicely with food focus), there's nothing I can ultimately do in BE that won't have potential gameplay side-effects.
<Row Name="UNHEALTH_TO_FORCE_AVOIDGROWTH">
<Value>-10</Value>
</Row>
I didn't think this functioned since there wasn't a 'avoid growth' button but it does. Food focus gives the least food if your under -10 health. Since if you're under your local health level increasing population will INCREASE health this is especially annoying. I put it at -999 and food focus works now. Not sure if it affects the AI though. Seems like it would but maybe it uses more complex decision making than focusing on one yield.
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER values only apply when a worker is instructed to clear a tile of a certain feature (forests and jungles in Civ5, miasma in BE).
The only value that has any effect on what improvements get selected is BUILDER_TASKING_BASELINE_ADDS_CULTURE: when the AI is weighing what improvement to build on a tile, it will add (parameter value)*(improvement culture addition) score to improvements that generate culture instead of simply counting culture as just another yield (like food, production, energy, etc.). I simply brought the parameter value down to a level where the AI would pretty much handle culture like any other yield.
So, yeah, if you tend to have a lot ideas but no knowledge on how to implement them, fix that; there are a bajillion tutorials online on a variety of topics (using Photoshop/GIMP, 3D modelling, animation, programming in all sorts of languages, cooking, baking, gardening, tinkering with microelectronics, etc.), so if you want people to take one of your ideas seriously, sit yourself down and start working towards actually realizing it (or at least a part of it).
If it's a technical problem (e.g. quests not triggering properly), then I'm not familiar enough with BE's Lua system to patch it, though I'm sure you'll have some luck over at the CivFanatics forums. Firaxis didn't learn from its Civ5 mistakes and decided not to release the game's DLL source code right away (IIRC, they pretty much released source code for Civ4 instantaneously, giving people the chance to start working on substantial mods and have them be playable by the time the second expansion came out).
If it's a design issue (i.e. the wonders in question are unlocked by techs and/or conditions that are nigh impossible to reach before at least one other victory condition is completed), then fixing it elegantly would most likely require a time and effort investment that I'm not willing to make for a game so filled with other design flaws.
I have played every single Civ game since Civ2 (except CivRev), and none of them, not even Civ3's pathetic Play the World expansion, made me want to quit and start up a different 4X after 200 turns. You might say, "Oh, it'll get better after expansions", but I highly doubt it: by the time Firaxis announced BE, they had already established a design trajectory going from Civ5 to G&K to BNW, and BE is an obvious continuation of this trajectory. The best way I can describe this design is that it is about quantity over quality and reliance on contrived mechanics for strategic depth instead of elegant interplay of a few simple mechanics (I can give specific examples, but I'd go over the 1000 character limit for comments). BNW has enough remnants of older Civ games to keep it afloat, but BE does not.
Why don't you just buy the game?
If you don't know where to start and your idea would involve anything computer-related, the first step would be learning how to code if you don't already. I most often recommend Lua or Python as a first programming language (runner-up is Delphi or its older cousin, Pascal), since they're easy to learn, allow newbies to get a grasp on programming basics before throwing more complex stuff at them (Java and C# fail at this), and the way they work is similar enough to more powerful languages (eg. C++) that they won't hinder you if/when you progress onto other languages (PHP and Visual BASIC fail at this).
Plus, a lot of Beyond Earth's stuff is implemented via Lua, so trying to make simple, Lua-based mods for Beyond Earth is a great way to start.
One thing that is the same in the base version and isn't better now is food focus doesn't work well at all. I have a 1 population city that isn't growing and I set food focus and it won't work a 4 food tile. I don't know how this part of the AI works, but it has never worked well.
Coincedentally, the AI will respond to intrigue threats a lot faster, though keep in mind that this mod doesn't give them any extra bonuses related to intrigue defense.
The only reason I kept those values as they are is because I have a sneaking suspicion that the role of outposts will start to approach that of city-states in future expansions.
Does that not function in BE or does it pertain to stations instead? If it's the latter then is it increasing it like it says because the AI is already known for taking out stations without having much to gain from it.