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Yes, that's correct.
@GodofConquest95
Sadly haven't had the time to get into it all, I need to remake it from scratch to account for the new patches and reworks since I made the original mod. I don't want to make any promises I can't keep but I might be able to fix it this weekend.
I'm afraid I haven't been able to sit down and look at it yet, I have a bit too much going on in my life.
I'll have to wait a month or so until I can feasibly get working with mods properly again.
Have you managed to take a look at the mod and figure out the issue?
I'll have to reinstall the game and take a look at it, I haven't touched the game since 2019 other than the occasional update for this mod. So it's likely something has changed again.
Have you tried if the mod works or not? I haven't touched the game since 2019, only briefly to update during 2020.
If the mod is only complaining about version numbers, ignore it and keep playing. If there's a bug or unintended results, please specify what isn't working. That makes it a lot easier for me to fix.
Pardon my short tone, I'm rather tired from the early mornings I've had all summer. :P
I didn't take it as criticism, but rather intended to explain why this mod does it this way.
I haven't really played since uh, before the first expansion I believe, so I don't even know what has changed anymore. All I do is update this when required to maintain it. Might give the game a try again later, main problem I have with it is that they're still using such an outdated modding system. The fact that I need to repack an entire portion of the code instead of just injecting new segments or using a form of diff modification is dumb. :P
The prospect of infinite sectors sounds dope, I'll definitely give it a try when I run the game next time.
EDIT: I don't even claim that my methods are superior. While they indeed yield better results for what I intended (an unlimited city, basically), it still means that there are a multitude of compatibility issues with other mods that change landmarks for example.
It says in the changelog.
@Nordos
Since this mod was made before the residential effect was part of the game I changed it the only way I could back then.
This mod here changes the absolute number. This can be found in title/strategic/colonydefinitions.rpk. There you find, the entity tab, the 'Colony Core'. It has the attribute 'City Growth Settings'. Adding another value behind it allows you to get another section once that value is reached. (Also needs more 1s in the Base Connect Requirement IIRC. Never modified that part actually). That is also the file you need to change the amount of colonists.
The other way, which I used, was to give all sectors the residential effect, so that each new sector automatically increases the sector limit. Done by giving the 'base' structures and all landmarks that attribute (basically).
Not sure if there's any actual issues yet as I've just installed.
Just dropping love and noting that if you ever figure it out, a 3-sector distance update would be perfect for reaching those annoying isolated territories not worth dropping a new colony in. It is SO annoying having every segment of an island coloured in bar one tile. :P
No pressure though. Just advertising that there's a demand. Even if only from one person. =P
Thanks for the work!
https://drive.google.com/file/d/1B_aEWICiNlt5rNmXBR0SABQ0jduT2cq2/view?usp=sharing
I sent a crash report to the devs, maybe it is still from vanilla ...
AOWPF_Crash_2020-06-01-07-15-04_D038B18E.tcd
Do you have any more specific info on when it crashes? Is it a certain turn or just random? Is it in conjunction with something else being done in-game?