Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Building Quests Trigger Instantly
   
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21 Jan, 2015 @ 2:11am
23 Oct, 2015 @ 4:38am
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Building Quests Trigger Instantly

Description
A mod that guarantees Building Quests trigger the turn after they are built.


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v3:
- Updated for Rising Tide; does not work with the Base Version of the game.

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By default every copy of a building you have gives you a chance of 5% to trigger its building quest. This mod changes the chance to 100%, so a building quest fires as soon as the building is finished or, if the building is finished during your turn, at the beginning of your next turn. Only one building quest per turn can trigger, so if you complete two buildings, then the second one will trigger the turn after getting the first one.

Yes, technically this is not 'instantly', but you know what? I already have your money, I won't give it back!
Uses an edited Version of Lilgamefreeks Modular Building Quests that I updated for Rising Tide.
14 Comments
Ryika  [author] 5 Sep, 2019 @ 3:28pm 
It's almost certainly not caused by all mods. The bug just persists through the session once it has popped up, so you have to restart the whole client (and possibly kill it manually in the task manager) when the bug has shown up to test a new set of mods.
Meep 5 Sep, 2019 @ 2:28pm 
Yeah, after some looking it turned out any & all mods would cause the exact same bug.

Since yours was most useful I kept it on in most of my tests, so I ended up mistaking it for the common factor.

By the time I realized it was all mods I quickly got distracted looking for a fix (still nothing) and forgot I left this here. Sorry.
Ryika  [author] 5 Sep, 2019 @ 10:54am 
This mod should not cause that problem. Other mods, or incompatibilities between mods might.
See: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=569681601
Meep 4 Sep, 2019 @ 5:56pm 
Help. Any game I start with this active it causes a resourse-less plateau surrounded by darkness to cover up the actual game map. (I've determined by the lander going through it & the tipp-ytop of a full grown hydrocoral that there is a fully functioning game under it)
QUASAR 30 Jul, 2018 @ 3:56am 
Thankyou for the mod; I will give it a try..:)
Venusaisha 18 Sep, 2016 @ 9:47pm 
Lucky i don't use Affinity as Yields"-Mod :steamhappy:
wxffxx 22 Jun, 2016 @ 6:41am 
well done
TheAhn1995 17 Apr, 2015 @ 4:09pm 
okay. thank you for getting back to me on that.
Ryika  [author] 17 Apr, 2015 @ 8:01am 
That's caused by the "Affinity as Yields"-Mod, it overrides the same file like this mod does and is therefore not compatible with this mod. It was also not compatible in v1 - it seems like this mod had overwritten his file, that's why it worked before and that's why you now have the quest options that he intended for.

I'll contact the mod author on Civfanatics and ask him if he's willing to change his mod, but for now there's no way to make both mods work together. However, you can just do a little edit in his mod to achieve the same effect - if you want to do that, go to:

My Games\Sid Meier's Civilization Beyond Earth\Mods\Affinity As Yields (v 34)\Lua\

and open BuildingChoiceTemplateQuest.lua with a text editor. Search for:
local TRIGGER_CHANCE = 5;
and change the 5 to 100. Then save the file - that should do the job (you need to repeat that process when he updates his mod).

TheAhn1995 16 Apr, 2015 @ 6:43pm 
and something else was also diffrent. i dont know if it was affinity as yields or this mod but something changed some of the building quest options that were for some of the buildings that werent there before getting the update. just thought i would bring this to your attention.