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Anyone who wishes may feel free to create a fork from this mod and modify it however you like.
damnn that mod was a head of its time eh? looks fun. im honestly so bored of this game without mods, i find every victory type in vanilla is just a race to build shit, and then you win. only thing with any sort of depth or interaction with other civs seems to be military, but then why tf am i playing, isnt that the whole point of these kinds of games? to have other ways to win besides just killing everything? and actually interact and react with the world and people around you?? i was initially so disappointed my first time playing winning what was essentially a building sim.
I've also been wishing for a re-activation of both this and "Reformation Victories v1.5.2" by GreyTiger to at least expand the scope of Victory Conditions through some (new) hybrid mod that would combine their features & create new ones via DLC/Mode style tricks.
People like 'Infixo' (etc!) would likely be able to tackle such Giga-Task if interested - even through a simple/swift compatibility process alone.
Don't give up, we'll find a way.
We have to. :)
PS; Sejick and I worked (to adapt my ScoRow mod with WR) together in the past, btw
I highly recommend getting the mod "Diplomatic Favor From Tourism" when playing with Culture victory off to keep some use for tourism.
First game victory just didn't trigger at all until I won religious (AI won alt score, nearest was 200, threshold was set to 250/+10 absolute).
Second game triggered victory the turn after I met the last player, when I had about 320/280 required score (when I got to 250, nearest was ~220, threshold was set to 250/+0 absolute).
In the first game I accidentally had Real Era Stop mod enabled, but not the second. I have quite a number of mods enabled but I can't see that any of them would impact on victory conditions, game timing etc. They're mostly civs and UI. I disabled Better Progress Screen.
I was playing custom maps for each, GS rules, zombie and apocalypse modes, standard speed etc.
Other than that it's a great mod. Really thoughtfully implemented, the setup options are a great idea and the altered score victory progress screen is well considered. I'm also loving the short race-games. Just hoping I can get it to work!
Can't remember how or why it happened, but the Stat types listing cycle still has a strange flaw when ASV is active. Religion & Technology locations are swapped (4/5th respectively in pure Vanilla+RF+GS+ZGSR or inverted while using your mod).
This is more evident when ZGSR is active too since the only HUD feedback references are given by my top GridButton/Symbols instead of "official default" verbose within Dropdown list(s).
Sooooo.. their actual real stats values are mis-placed on the row.
Sooooo -- adjust accordingly please. :)
Waiting for our input for another "ZGSR_WorldRankings.lua" (alternate'ive naming to *not* confuse with previous format).
See ya and thanks for that precious scoring feature re-activation.
1) ID-Tag == "a49206ac-2ad5-495a-abf4-11bf5d77a1ce"
2) SIZE_SCORE_ITEM_DETAILS:number = 75;
3) I use two spaces instead of three now into the detailstext loop to replace [NEWLINE]
4) XML has been sligthly enhanced to prepare for extra custom tooltips implementation & Overview panel(s) that should deploy like the Multi-Queue process. No formal changes yet though except for some minor LABELS to gain focus per stats types when dispatching contexts.
Not sure how our hybrid "fix" would apply -- this time!
Your own WR files touch-ups should certainly break it in similar ways as what we had to cope with in the past.
Check it out (I've somewhat simplified the UI impacts in the newest XML/LUA components since i maintain the custom focus buttons into the Header only, etc) -- and let me know if you'd be willing to go through the same kind of re-coding acrobatics .. again!
@Zxpsilon: To get technical, there are 3 custom score categories (last time I checked, anyway) that can be updated via lua and seamlessly worked into the scoring system. I use one for the religious followers, which leaves two for other, new categories. It is possible to create more than two or to sub-categorize the current "lumped" categories like Empire, but it would take some time to rewrite the UI code.
When Sejick and I were working to combine CiVi & ASV tricky XML/LUA variations to accomodate the new "Sco_R_ow" HUD elements.. i really took a hard look at such probabilities and concluded the stuff is feasible. Trick will be to find the right context & what features would balance out simultaneously with any other Victory pacing.
Much testing to do, AFAIC.
can embody it
Not even sure what it takes to enforce the XML actions necessary to prevent greyTiger's stuff from resetting the containers constantly which wrecks up the Civ-Icons too. Maybe it's his v1.5.6 claiming R&F compatibility when it really isn't.
Hard to tell .. without thorough analysis. Skills you migh have but i still don't, sadly.
Lemme know, asap!
"ScoRow" is so badly coded, the coordinated WorldRankings logic (when CivI-RV is activated along side yours) is beyond repairs.
Which is to say.. i'll need YOUR help to fix this messy integration.
Worth noting i'm relying on a Local copy of that beta-mod.
Please!?! Sorry.
Cuz.. i'm seeing Diplomatic alone in the LUA code & some stuff is still buggy; clicking on the Panels/Extension (+ button) borks up the entire Rankings popup while most of the usual HUD feedback details (Icons, Infos, Intro header) are empty! ;)
I've had no problems with ASV+ScoRow combo.. in fact, both of these make a perfect match for detailed hints. Although the Religion/Tech/Wonder order are misplaced on the list/row.. but i think this has to do with R&F cyclic alterations caused by the additional Era-points stat slot.
I'll need your Steam/Friendship to give you access to the ScoRow/Beta-Code, btw. I'm running a lot of ingame tests lately to make sure ASV works as intended.. sharing observations would be easier as a swift chatty session if need be. Don't be shy.. we must collaborate! :)
# 9390e2ee-087e-44b3-a6a6-fb32cd0e0697
Refer to this ingame mockup...
https://s17.postimg.org/4sl4728pb/TEST4_Sco_Rows_7_Symbols.png
Contact me here or on CivFanatics for details should you be interested.. but the current XML/LUA edits are extremely simple!