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Does it stack with a regular eureka/inspiration, for 80% in total? Or does it give a eureka/inspiration if the civ didn't have one.
How much of a boost is it?
if (epsPlayersStillAlive >= 3) then treshold = epsPlayersStillAlive - 1; end
if (epsPlayersStillAlive >= 6) then treshold = epsPlayersStillAlive - 1; end
if (epsPlayersStillAlive >= 9) then treshold = epsPlayersStillAlive - 1; end
if (epsPlayersStillAlive >= 12) then treshold = epsPlayersStillAlive - 1; end
Then the script won't execute until literally every player has the boost, at which point it's worthless (I think you can use zero but I am 100% guessing I suck at Lua)
I had a look through functions with Suk's lua reference, I guess it'd be SetTech and SetCivic ? Also maybe some code has to be tweaked because of the check on if a person already has the boost, if giving it to them, this would no longer matter
Can't believe I never noticed that before lol. Is there a way to make it just give them the tech/civic wholesale ? Or is that a ton of more work ?
local treshold = 0;
if (epsPlayersStillAlive >= 3) then treshold = epsPlayersStillAlive - 2; end
..(cut for char limit)..
if (epsPlayersStillAlive >= 12) then treshold = epsPlayersStillAlive - 11; end
so like as soon as 1 person gets it, everyone gets the boost, but the notification shows up every few turns, does it run at a set rate ?
Like there's some civs who have 15-20 techs behind and I would expect em to get a new one every turn ? But I got future tech and got a notification only 3 people got the boost. Of 5 players left, 4 of em have less than 50 techs and don't seem to be getting boosted. I'd expect a boost every turn. Or are there some limits ?
Sorry for all the questions, it's just with this one I can't read it AT ALL. It's just fully foreign and incomprehensible to me.
Step 2 - already done! You taught me that ages ago (thank you again for that).
And step 3 you literally mean replacing the word with the number 0 ? I've done all that and edited the text so ya should be good to go!
Thanks again for this!
Firstly, you shoud indeed move the techCatchupTable and civicCatchupTable lines above their respective "for" statements.
Next, on line 22, you need to add a "or player:IsHuman()" in front of the "then", like so:
"if (not player:IsMajor()) or (not player:IsAlive()) or player:IsHuman() then"
This will make it so you don't get any boosts, but the AI's will.
Next, on lines 39 and 54, right after the "NotificationManager.SendNotification(" lines, you need to change "playerIndex" to "0".
This will make it so that instead of the notification being sent to the player that got the boost, they will be sent to the first player (i.e. you).
Finally, in GameText.xml, you need to change the actual message for EPSTWEAK_CATCHUP_MESSAGE_TEXT, so that instead of saying "You received a boost" it says "A player received a boost". Otherwise it would be confusing.
I've tested these changes out on my end.
Because of this, predicting whether the requirementSets you are using will be loaded in before or after your mod is is practically impossible. So it's a lot easier to just create your own copies of them.
I tried reading a guide and just got mega confused. I have created a bunch of mods now from reading your code and reading suk's SQL. But I'm basically monkey-see monkey-do, the "why" eludes the hell out of em lol.
I'm always gonna win. I play larger maps and I always have like, 2x the amount of cities at a minimum. Throw in being suzerain like 90% of the time, as that is the biggest benefit (imo) in the entire game. But sometimes I'll get a map where I didn't get Piccu, or Kilwa, or Venetian And suddenly I'm fighting GDRs with a +8 combat bonus with ships that cost me 20k to make (I added in cost progression for units, it's super fun but gets expensive quick)
Ya this whole mod for me is - I play the game weird. I like to know it's going to be a good long game, so I check the map out early (your mod with the settlers having a bigger view - I have that set to 20 lol). I play the game to world build and typically do domination games because i love building these big empires and putting cities in perfect places and having these huge stats.
The issue is, all this leads to me getting a lead against the AI pretty early on. So I balance it out with mods like this, like Late Game AI, like Easy Setup Lite where I can give em a bunch of extra stuff and a free percentage on civics/tech (all AI has 10% on every civic/tech from the start of the game. It used to be more but Late Game AI is a BEAST and really helped me find a more level game.
if (not player:IsMajor()) or (not player:IsAlive()) or (player:IsHuman()) then
return;
end
Also I just found something editing, wondering what damage it has done:
This is default around line 48
local playerCulture = player:GetCulture();
local civicCatchupTable = GetObjectValue(player, "EpsTweakCivicCatchupTable", {});
for civicIndex, count in pairs(civicCatchupTable) do
if (count) and (count >= treshold) and (not playerCulture:HasCivic(civicIndex)) and (not playerCulture:HasBoostBeenTriggered(civicIndex)) then
Mine is
local playerCulture = player:GetCulture();
for civicIndex, count in pairs(civicCatchupTable) do
local civicCatchupTable = GetObjectValue(player, "EpsTweakCivicCatchupTable", {});
if (count) and (count >= treshold) and (not playerCulture:HasCivic(civicIndex)) and (not playerCulture:HasBoostBeenTriggered(civicIndex)) then
>
if (epsPlayersStillAlive >= 3) then treshold = epsPlayersStillAlive - 2; end
if (epsPlayersStillAlive >= 6) then treshold = epsPlayersStillAlive - 5; end
if (epsPlayersStillAlive >= 9) then treshold = epsPlayersStillAlive - 8; end
if (epsPlayersStillAlive >= 12) then treshold = epsPlayersStillAlive - 11; end
?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2123444827
which adjusts bonuses / penalties to research from previous eras and ahead of time.
I believe used together with your mod it fixes problem with technology when focusing on other types of victory.
Thanks for putting it together! Upvoted and faved!
If you're not interested, would it be OK to ask elsewhere for someone to modify it ? I'm not sure on the etiquette around these things.
EDIT: Sorry just to clarify, it's the trade route bit I would need doing. You gave me the info to make the lua AI-only. But I could never crack the requirement set thingy, I don't know how to untangle mods!
<Row><RequirementId>EPS_REQUIREMENT_PLAYER_IS_AI</RequirementId><RequirementType>REQUIREMENT_PLAYER_IS_HUMAN</RequirementType><Inverse>True</Inverse></Row>
</Requirements>
No luck. It's just too confusing to me, I have zero experience with all this so it's basically a completely foreign concept. If this is too much of a faff to help with I understand, it's the catch up part I'm after anyway so it wouldn't be a major loss to just remove the trade route bit altogether
<SubjectRequirementSetId>EPS_PLAYER_IS_AI</SubjectRequirementSetId>
so it became
<Row><ModifierId>EPSTWEAK_CATCHUP_ALL_PLAYERS</ModifierId><ModifierType>MODIFIER_ALL_PLAYERS_ATTACH_MODIFIER</ModifierType><SubjectRequirementSetId>EPS_PLAYER_IS_AI</SubjectRequirementSetId></Row>
And then added
<RequirementSets>
<Row><RequirementSetId>EPS_PLAYER_IS_AI</RequirementSetId><RequirementSetType>REQUIREMENTSET_TEST_ANY</RequirementSetType></Row>
</RequirementSets>
<RequirementSetRequirements>
<Row><RequirementSetId>EPS_PLAYER_IS_AI</RequirementSetId><RequirementId>EPS_REQUIREMENT_PLAYER_IS_AI</RequirementId></Row>
</RequirementSetRequirements>
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