Sid Meier's Civilization VI

Sid Meier's Civilization VI

Enhanced Goodies and Hostile Villagers
45 Comments
NuDDen 27 May, 2024 @ 7:14am 
Sadly still desyncs but a bit later (turn 20-40) ...
yofabronecoforo  [author] 23 Jan, 2024 @ 8:47am 
@NuDDeN I sure hope so! :D I admittedly haven't tested MP much lately beyond making sure a local hotseat game can load, but I think I've eliminated what I believe are the most likely potential causes of desyncs. Please let me know how badly I've missed that mark! ;)
NuDDen 23 Jan, 2024 @ 5:48am 
No more desyncs anymore? :D
yofabronecoforo  [author] 22 Jan, 2024 @ 5:18pm 
v9 has been published. It contains a fairly comprehensive overhaul of the reward system, among numerous other changes. Frontend code shared by it and Enhanced Natural Wonders Selection has been moved into a separate mod, Enhanced Community FrontEnd, which is now a dependency of this mod; in addition to making my life easier, this should fix the issue with duplicate parameters appearing in the Advanced Setup. I apologize for any inconvenience caused.
冠绝一世 2 Jan, 2024 @ 1:54am 
I have the same create game menu duplicating problem. After my test, the problem is caused by this mod and "Start by Wonders" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3037945001
El Wiwi 17 Dec, 2023 @ 10:03pm 
I'll give it a shot, thanks!
yofabronecoforo  [author] 17 Dec, 2023 @ 9:34pm 
@pandora That mod probably doesn't like the changes this one makes to some frontend scripts. If I may make a not-so-humble suggestion, please give Enhanced Natural Wonders Selection a try. A new version has just been uploaded to the Workshop that facilitates inclusion (prioritization), and that handles inclusion and exclusion from a single picker window. It also allows you to adjust the number of Natural Wonders that can appear on the map, up to 2x the default amount for the selected size, and is compatible with this mod.
El Wiwi 13 Dec, 2023 @ 1:04pm 
Alright, I've narrowed it down to Select Natural Wonders++ and this mod having a conflict. With just those two selected it duplicates all the game modes and options whenever you click anything. Removing Select Natural Wonders++ or this mod fixes the problem.
yofabronecoforo  [author] 11 Dec, 2023 @ 10:27am 
@pandora I do not see the behavior you described. I tried creating a game just now, enabled every game mode, then disabled all but Barbarian Clans, Monopolies and Corporations, and Secret Societies, then started without a hitch or any weird UI behavior. Tested with this mod, Enhanced Natural Wonders Selection, Enhanced Mod Manager, and Wondrous Goody Huts enabled. What other mods do you have enabled?
El Wiwi 8 Dec, 2023 @ 11:03am 
This mod keeps breaking my create game UI. Whenever I select a gamemode all the gamemodes begin duplicating infinitely, as do the sliders underneath the gamemode options.
The Dark Ranger 17 Nov, 2023 @ 6:31am 
I ended up having to restart and create a new pre-game-custom save thing but it's all good I guess.
yofabronecoforo  [author] 16 Nov, 2023 @ 2:36pm 
@The Dark Ranger Existing saves might balk at the mod's version number being incremented in its modinfo file, but I can't say for certain. I apologize for any inconvenience.
The Dark Ranger 16 Nov, 2023 @ 11:50am 
Is this update compatable with saved games?
yofabronecoforo  [author] 16 Nov, 2023 @ 10:38am 
v8 has been published, which resolves the breakage with the main menu UI.
yofabronecoforo  [author] 15 Nov, 2023 @ 1:28pm 
This mod currently completely breaks the main menu UI with the latest game update. An updated version of the mod that corrects this issue will be published soon.
NuDDen 15 Oct, 2023 @ 12:46am 
@zzragnar0kzz I'll try. But sadly not any time soon. We only play on fridays and last friday we started a new game ... our games are long ... after that I'll do it.
Thanks for caring!
yofabronecoforo  [author] 14 Oct, 2023 @ 10:08pm 
@NuDDen Thank you! Would it be possible for you to provide the lua log from a session that exhibits this behavior, with the "EGHV Debugging" option enabled? That might help me narrow down the root cause.
NuDDen 14 Oct, 2023 @ 5:43am 
Otherwise this Mod is so cool. Really want to play it in MP. Perhaps u find a way to eliminate the desync issues ;)
NuDDen 13 Oct, 2023 @ 3:04pm 
Tested it now in MP ... still desyncs from turn 5 and on ...
+ChAoS 20 Apr, 2023 @ 7:09am 
Sweet! Thank you!
yofabronecoforo  [author] 19 Apr, 2023 @ 10:47pm 
@ChAoS I am glad that you enjoy it; I wasn't introduced to the series until Civ3, and didn't really play much until Civ4, which is the feeling I was trying to capture and expand upon.

The new version eliminates the Mods.lua overwrite, which means it should be compatible with your favorite mod manager now. It has been tested with Enhanced Mod Manager, but should work with others if that is the only file being modified.
yofabronecoforo  [author] 19 Apr, 2023 @ 10:41pm 
@AkumaKumaTTv Thank you! A new version has been published which completely alters the way rewards are handled by the script, in a manner I am hoping will reduce or eliminate desyncs. Please give it a try and let me know if there are still any issues.
+ChAoS 19 Dec, 2022 @ 7:10am 
Awesome! Good to know :)

Great mod!

I toggle the two on/off if I want to change things now that I know about the current conflict.
Just wanted to point out to others I'd found this specific conflict (since finding conflicts often means turning all mods off and then trying them one by one). Maybe I've saved someone else some time :)
I commented the same note on EMM's section.

I love the mod - so thank you for your work with it! (makes me think of Civ1 goodie huts)
AkumaKumaTTv 18 Dec, 2022 @ 2:53am 
Love this mod. However its causeing MAJOR desync issues in multiplayer. Also not allowing me to turn off certain village modifiers.
yofabronecoforo  [author] 17 Dec, 2022 @ 11:49pm 
@ChAoS: Enhanced Mod Manager, and any other mods that make changes to the Mods.lua file, will very likely break when EGHV is active. It seems that I grossly underestimated the popularity of such mods, so I am planning an update that will remove EGHV's changes to said file, which should allow it to function alongside this and other mod managers. Please stay tuned.
yofabronecoforo  [author] 17 Dec, 2022 @ 11:40pm 
@crazyrich_2787: City production queues are not broken on my end when playing with zombie defense mode active. Please provide additional information.
+ChAoS 13 Dec, 2022 @ 1:57pm 
FYI: I have found that something in this mod conflicts with the Enhanced Mod Manager mod. When both are loaded, going to Additional Content causes the Mod Manager to throw an Exception in Lua (which I can see in Lua.log).
crazyrich_2787 27 Nov, 2022 @ 5:03pm 
zombie mode doesnt let you use production even on the first turn.
yofabronecoforo  [author] 18 Apr, 2022 @ 4:36am 
@Solx: Yes, but it's probably not going to happen, as it would be contrary to the way those rewards are currently designed and implemented. That said, if you are willing to elaborate, I am open to suggestions.
Solx 7 Apr, 2022 @ 6:11pm 
Is there anyway to have the totems be unlocked at game start?
yofabronecoforo  [author] 29 Sep, 2021 @ 1:07pm 
@all v4 has been uploaded to the workshop. Please see the change notes for a brief summary of changes, or the project's README file for a comprehensive description of all available features. Suggestions, questions, and comments are welcome. Thank you for making EGHV a part of your Civilization VI experience!
yofabronecoforo  [author] 24 Aug, 2021 @ 8:06pm 
@all A major overhaul of EGHV will be published by the end of September 2021; for a glimpse of what's coming, please visit the README. [github.com] In addition to providing many new features, this overhaul will remove or otherwise alter existing elements of EGHV. This will break any saved games started with a previous version.
yofabronecoforo  [author] 24 Aug, 2021 @ 7:59pm 
@太一 First, allow me to apologize for the late reply.

Regarding the number of barbarian camps that can appear, this appears to be a built-in limitation. I agree, this is disappointing. Primarily, this number is influenced by both (1) the number of Players in the game, and (2) the number of City-States in the game. Additionally, if (3) the "Barbarian Clans" game mode is enabled, this will also influence the number of barbarian camps that can appear. You can reduce both (1) and (2), and you can disable (3) entirely, but eventually you will still reach this limitation. At this time, this cannot be satisfactorily resolved.

Regarding Github, to be honest, I'm still learning a lot there myself, so I understand the trepidation. With that said, I am very interested in translating EGHV into as many languages as possible. If you would be willing to publish your translation, I would be willing to consider an alternate source.
Anyang 3 Jul, 2021 @ 8:06am 
I don't know how to use GitHub, so I can only translate your XML into Chinese and use translation software locally.
Anyang 3 Jul, 2021 @ 8:04am 
I found that the number of barbarian camps will not increase after a certain number, which makes me a little disappointed. Moreover, the barbarian's desire to attack is only aimed at me and never invades AI, at least in my opinion
yofabronecoforo  [author] 1 Jun, 2021 @ 5:08pm 
@Sailor Cat I forgot earlier, but if there are any changes you'd like to see made to the picker text for Wondrous rewards, please don't hesitate to let me know.
yofabronecoforo  [author] 1 Jun, 2021 @ 3:21pm 
@Sailor Cat Thank you! Seeing how Configurable Goody Huts made dynamic changes to the Gameplay database depending on the settings of individual options was like a breath of fresh air. I've examined dozens of Action Criteria, and I've previously implemented my own, in this and other projects, but they were mostly competing criteria. I never grokked just how much more customization could be achieved, until I saw you demonstrate what was possible with multiple criteria that complement themselves, or don't, as needed. In light of this invaluable insight, supporting Wondrous Goody Huts was absolutely my pleasure.
Sailor Cat 31 May, 2021 @ 10:38pm 
This is really cool. And your config selector is much better than the one I used. Thanks a lot for adding Wondrous support, zzragnar0kzz. :momozzz:
yofabronecoforo  [author] 28 May, 2021 @ 2:29pm 
@太一 Thank you! I am glad that you like it. I would love to add support for additional languages, but I will need help. The localizations currently provided also represent the extent of my language knowledge. As much of the text includes appropriately-placed icons, I'm not really comfortable just running it through the Babel Fish and taking what it gives me; I grew up in an age of some truly awful translations, and I'd rather not inflict that upon anyone else if I can avoid it.

If you can help, please open an issue or pull request with your proposed additions at EGHV's dev branch on Github [github.com]. EGHV-specific tags can be found within the EGHV/Localization/xx_YY folders in the repo above, or within the same folders in its current installation location, where xx_YY represents a specific localization code.
Anyang 27 May, 2021 @ 12:00pm 
This mod is very good. Can you add more language translations, such as Chinese.
yofabronecoforo  [author] 26 May, 2021 @ 9:56pm 
@Everyone The latest version provides many more customization options, including the ability to select specific reward(s) via a new picker, and the ability to increase (or decrease) the amount of goody huts that will appear via a new slider. It should also be localized in English (en_US), Spanish (es_ES), and French (fr_FR).

If you are also using Sailor Cat's excellent Wondrous Goody Huts mod, those items will appear in the new picker when said mod is enabled, and disabling them there will prevent them from appearing. I haven't actually tested it with their Configurable Goody Huts mod, but chances are good that conflicts will occur if both are enabled, beyond simply cluttering up the Advanced Setup screen.

Questions and comments are welcome. Thank you for your interest in EGHV!
yofabronecoforo  [author] 26 May, 2021 @ 9:56pm 
@NuDDen I feel like I must eat some crow here. "Easier" was the incorrect word, and I should have been clearer about the project's scope. While making EGHV compatible with other Goody Hut customization mods was indeed more or less outside the project's scope, that kind of customization DID align with my ultimate vision for EGHV; this vision is now closer to being realized with the latest version of EGHV.
NuDDen 7 May, 2021 @ 3:49am 
:D ok. Thx for ur reply.
yofabronecoforo  [author] 6 May, 2021 @ 3:55pm 
@NuDDen Thank you for your interest!

In regards to Wondrous Goody Huts: EGHV should have "supported" it, and other mods that don't alter existing reward types, all along, insofar as it previously didn't really care about rewards it didn't recognize. With the latest update, EGHV will now treat Wondrous rewards as if they were Tier 1 rewards, and villager hostility will be adjusted accordingly. This also applies to other mods that add new rewards in a similar manner.

In regards to Configurable Goody Huts: No. That functionality is well beyond the scope established for EGHV, and would be an enormous pain to implement; a pain which, right now, I have absolutely no interest in enduring. If there is enough demand, I may be compelled to consider incorporating similar functionality into EGHV, because that would be far easier. That demand would have to be significant, though.
NuDDen 2 May, 2021 @ 8:19am 
Very nice idea :) ... would be awesome if u could add support for "Wondrous Goody Huts" and "Configurable Goody Huts". Please ;)