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The Trade Vessel on the other hand is entirely non-functional and should not be produced. It's visible for this sponsor because Firaxis hid it in a somewhat hacky way that I missed when I created it. But as long as you don't try to make use of it, it shouldn't cause you any problems.
Real shame, had to abandon a fun game after 2 hours.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=569681601
This mod doesn't use lua (aside from a standard file that shouldn't cause any problems), so it's most likely not caused by this mod.
as there are no more trade vessels, only convoys are available now and there trade routes are amphibious by default.
I just completed the Beating Heart Quest, requiring the destruction of a station. But now I have no trade routes listed when I try to assign a trade vessel. The Trade Summary shows that I have a bunch of active trade routes, and a bunch available (internal and external), but I cannot select them in the assign menu.
Thanks in advance for any assistance
I'm really curious because all I thought was possible was too cheat in XML files, but it's impossible for sponsors and mods using LUA.
I would love to play custom Sponsors with my friend!
Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS
...and see if the v5-Folder of this mod still exists. If so, unsubscribe from this mod (temporarely :p), then delete the v6(!)-Folder and go back to the mod menu ingame - it should then show the v5 version again.
If you don't have the v5-Version anymore then there's not much you can do.
Anyone else have this problem?
Changelog:
- The "hidden" technology used make some of the bonuses work properly should no longer be a valid target for Tech-Progress-Ruins when playing another Civilization while this Mod is active
- The Second Forein Policy Trait did not have a flavor added, this has been fixed. (= AIs should now ask for this deal)
- The descriptions of the Foreign Policy Buttons now correctly show the bonuses for a neutral relationship
- Respect-Modifiers have been added. If played by the AI Ayuri is now easier to befriend if the player plays into her chosen traits
- Missing Flavor 'FLAVOR_AQUATIC' has been added (with a low value)
- Many TXT_KEYs and Variables had their Names overhauled to match the conventions of the base game (not important for the end-user)
Hope it helps
How on Earth did you survive updating the zillion Personalities files ...those are like causing me to zzzz while typing .....
Keep up the good work ! Love your Awesome series, brought a lot of fun for our Lan party
I wish I had your knowledge ....could solve how to call script when multi ...
2 sponsers down ... many to go T_T
all credits to Ryika for getting me this far : http://i.imgur.com/Rtlwtpb.jpg
now to continue getting my fav zerg and tat Japanese sponser into multi .... my eyes .....
Cheers !
https://www.dropbox.com/s/vo2diphsh5ohs9n/Awesome%20Sponsors%20-%20Sha-Yuri%20Clan%20%28v%201%29.7z?dl=0
Download and extract to: Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS
Then make sure to activate v1 in the mod menu, not v2, and you should be able to load your savegame.
Not sure if anything could be done, but at the very least it seems like the miasma benefits should be increased.
Review: While the concept is both appealing and creative, in practice this sponsor seems very weak in play against others, especially with the other mods in your series. I have loved some of the features specific to this sponsor, but from my humble perspective it would be nice to see more competitive benefits. I can't point to one element as the problem, the sum of the parts cause lag behind the enhanced AI sponsors, resulting in a snowball effect. I do hope this civ keeps getting worked on, the ideas behind it are inspired.
I think he is taking 10 and healing 5, so I just don't notice
(Here's more input on some of the details: http://forums.civfanatics.com/showthread.php?t=540867)
The only way I could avoid the bug is if I didn't use custom promotions and builds, which I'm not willing to do, because without promotions the very basics of the Civs bonuses don't work.
@Iron:
I think IGE does in general not show the trade convoy for some reason, even with no other mods active, but I'll look into it later.
I know that it is possible to make mods that dont glitch out like this and I think it would be benifitial if you remade it to work. However I dont get what makes this mod break and the others just like it not work,
I checked my mod list, and I have some of your older mods activated. Started a new game, seems to be working just fine. I decided to cross check a couple things though, so I loaded up each one of the "awesome" mods with IGE, and apparently, don't know if it is of any importance to you, when "Awesome Loadouts mod v.4" and IGE are running at the same time, I cannot place any trade convoys with IGE. I ran the game with just Awesome Loadouts, and got to trade convoys and they worked fine. Not sure what is going on there, but thats just for your information. Doesn't bother me as I don't generally use IGE for anything other than testing.
Thanks again for responding quickly, and great work on all these mods!
Either way, none of the Mods in the Modset should cause the issue, so if you're using other mods you should check those that make changes to trade route mechanics and Interface Mods in general.
I have tried on multiple games, playing as Sha-yuri to simply establish a trade route, and when I pull up the list of trade possiblities, it shows the Central emblem at the top of the trade menu, and the 4 options say "key league overview active resolutions". I thought maybe there was an issue with text, so I tried to just click one of them seeing if they correspond to a city (annoying sure, but just curious) and it doesn't do anything.
Any experience with this?