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Scaling difficulty.
Where the AI gets more bonuses the longer the game goes.
Thank you!
As far as new patch, no issues here
There's too much else I like about this mod versus the alternatives like Persistent Difficulty, especially the tourism scaling, so I live with it. But I'd love it if those extra difficulties were either fixed or removed (and Immortal and Deity adjusted accordingly).
INSERT INTO DifficultyTraits (DifficultyType, TraitType) VALUES
('DIFFICULTY_DEMIGOD', 'TRAIT_DIFFICULTY_DEMIGOD'),
('DIFFICULTY_OMNISCIENT', 'TRAIT_DIFFICULTY_OMNISCIENT');
It say in log that: ERROR: no such table: DifficultyTraits
I just wonder about the Ai production/gold 20% bonus that should start from Prince, and not from king as default. I can't see this in the files, but Im no expert. So i wonder if those really is implemented?
Or did someone else recogniced sth?
INSERT INTO DifficultyTraits (DifficultyType, TraitType) VALUES
('DIFFICULTY_DEMIGOD', 'TRAIT_DIFFICULTY_DEMIGOD'),
('DIFFICULTY_OMNISCIENT', 'TRAIT_DIFFICULTY_OMNISCIENT');
It says the DifficultyTraits table does not exist.
Since it's the last command of the file, i believe it won't cause any problems, but it can be annoying when looking for other sql errors. I also don't know if this line is expected when playing, but it's the only reference to DifficultyTraits table in the mod.
You can open the mod files found at Steam\steamapps\workshop\content\289070\1673479392 with a text editor like Notepad++ to get a better idea of what it does. If you're curious about viewing files for another mod, the Mod ID can be found right in it's URL https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1673479392 (for example).
Description Thank you. And I'm sorry to have to ask too much.
INSERT INTO ModifierArguments (ModifierId, Name, Value) VALUES
('HIGH_DIFFICULTY_FOOD_SCALING', 'YieldType', 'YIELD_FOOD');
If you want your bonuses to be era-scaling you have to add modifiers to the respective parts in EraScaling.sql. I probably won't make any more changes to the mod aside from balancing the tourism scaling, because I wouldn't have the time to test them.
and
INSERT INTO TraitModifiers (TraitType, ModifierId) VALUES
('TRAIT_LEADER_MAJOR_CIV', 'HIGH_DIFFICULTY_FOOD_SCALING');
INSERT INTO Modifiers (ModifierId, ModifierType, OwnerRequirementSetId) VALUES
('HIGH_DIFFICULTY_FOOD_SCALING', 'MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER', 'PLAYER_IS_HIGH_DIFFICULTY_AI');
INSERT INTO ModifierArguments (ModifierId, Name, Type, Value, Extra) VALUES
('HIGH_DIFFICULTY_FOOD_SCALING', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 14);
Once I add the code like this, I do not know if it works.
I think the disadvantage of AI is that it does not manage population and faith, so it would be better if this is solved.
If you want to think too much about it, I would appreciate making separate modes for food and faith.
(This comment was written in Google translation.)
Looking forward to trying it out in my next game.
Sorry, the difficulty scaling starts above prince, not above settler, I've corrected that in the description. I don't play in english, so I'm not too familliar with the names of the difficulties.
That means at immortal (which is what I'm testing mostly) this means it was from +120% in ancient era to +360% in future era (with the new values it's +60% to +180%). With the 100% flat bonus I've tested I meant +100% per difficulty, so +300% at immortal, which should have been more difficult since the AI had more tourism earlier, so more time to accumulate it.
I've integrated the tourism scaling into this mod instead of releasing it seperately because I think the AI needs to get a high bonus in the lategame, but not so much in the early game, to mimic the way a players tourism develops, and to avoid it getting a culture victory too early when you can't defend yet.
I still think a tourism bonus for AI is a good concept, it's just a matter of finding the right values so an AI cultural victory becomes possible but not unavoidable. I do think the values need to be quite highb because I've never seen the AI get close to cultural victory in the base game.
Difficulty Levels: Settler (140%), Chieftain (150%), Warlord (160%), Prince (170%), King (180%), Emperor (190%), Immortal (200%), Deity (210%).
Plus the additional +10% per era?
If so, a flat +100% bonus at immortal would just match the base level, and effectively negate the additional +10% per era.
I loved the original mod, and I'm excited to see you're updating it.
I read the description to mean the following:
Difficulty Levels: Settler (100%), Chieftain (140%), Warlord (180%), Prince (220%), King (260%), Emperor (300%), Immortal (340%), Deity (380%).
Eras: Ancient (+0%), Classical (+10%), Medieval (+20%), Renaissance (+30%), Industrial (+40%), Modern (+50%), Atomic (+60%), Information (+70%), Future (+80% ...).
In other words, if you're playing Immortal the AI has +240% tourism right out of the gate, which rises another 10% every era. I must not be reading that right, as you've stated a flat 100% tourism bonus on immortal should be harder then this mods current settings.
I see what you're doing. This tourism scaling is a Public Relations stunt designed to get people discussing your mod, so that it gains more traction. Very clever.
It is probably way too much, I might even suggest to go down to 10% at the start, and then 5% per era. A quick calculation gives me the bonus in this case would be 80% increase in Emperor by the information Era (starting from 50% increase given by the difficulty), and then scale up to 110% in deity. With the default numbers I am getting 160% in Emperor, all the way up to 220% in Deity which explains why I'll lose by culture now :)