Sid Meier's Civilization VI

Sid Meier's Civilization VI

Fuzzle's Secret Societies: Starborne Emissaries
79 kommentarer
BoonChi 3. apr. kl. 19:27 
ZwartGeest, XCOM canonically exists in Civ. It may be Civ 5, but it's still canon.
ZwartGeest 10. dec. 2024 kl. 6:03 
lemme guess, you took some inspiration from Xcom?
Fuzzle  [ophavsmand] 23. aug. 2024 kl. 10:27 
Note: The logs should be from right after the game refuses to load; if you've closed and restarted the game since then, the logs will have been cleared.
Fuzzle  [ophavsmand] 23. aug. 2024 kl. 10:25 
If you provide the Database and Modding logs at \AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs, I might be able to figure out which mod(s) it conflicts with.
Forgebreaker 23. aug. 2024 kl. 10:03 
Game crashes on trying to load a new game with this mod enabled. every other mod works fine.
Fuzzle  [ophavsmand] 1. aug. 2024 kl. 6:52 
Yep, that's a sure sign of a conflict. For some reason, it seems like something might be deleting resources? Hard to tell, but if you search your installed mods for "DELETE FROM Resources" that should narrow it down.
Ori Vandewalle 1. aug. 2024 kl. 6:49 
Thanks! I've got a lot of mods running, so I'm trying to narrow down what the conflict might be. I'm only getting the error when I have this enabled, but I don't get it if JUST this is enabled.
Fuzzle  [ophavsmand] 1. aug. 2024 kl. 6:43 
I expect a different mod is conflicting with this one, but I'll look into it
Ori Vandewalle 1. aug. 2024 kl. 6:24 
I'm getting the "check your mods" error when I try to start a game with this one enabled where I didn't previously. Looking at database.log, I see this:

"[Gameplay] ERROR: Invalid Reference on Buildings_XP2.ResourceTypeConvertedToPower - "RESOURCE_JGP_ELERIUM" does not exist in Resources"

...which I imagine is a reference to this line in Aliens_Society_Forge.sql:

INSERT OR IGNORE INTO Buildings_XP2
(BuildingType, ResourceTypeConvertedToPower, Pillage)
VALUES ('BUILDING_JGP_ELERIUM_POWER_PLANT', 'RESOURCE_JGP_ELERIUM', 0);

Any idea what might be happening?
Figmentval 21. juli 2024 kl. 21:40 
So this is what the Xcom: EU/EW Sectoids did after they got rejected from the sequel
ThinkingNut 8. juli 2024 kl. 17:36 
Cool, thanks! To answer your questions: it only happens with the unique, modded replacement. Only playing with JNR's government plaza expansion. The Elerium Plant does appear. Hope the mark goes away after your patch yesterday. Thanks again.
Fuzzle  [ophavsmand] 8. juli 2024 kl. 7:36 
Nvm I forgot a step last time I uploaded this mod. Whenever it builds a new version of the mod I need to manually replace the art files and I forgot to do that last time. I expect the same thing happened for Brigand Court
Fuzzle  [ophavsmand] 8. juli 2024 kl. 7:29 
Yeah I think more detail may be necessary. Is this with the basic industrial zone or a unique replacement, especially a modded replacement? Are you playing with JNR's district expansions? Does the Elerium Plant itself appear?
ThinkingNut 7. juli 2024 kl. 22:54 
Hi, love the concept of your mod. When I use it, I notice there's a big red exclamation mark over my IZ's after I build the Elerium Power Plant. Is this a bug or perhaps a conflict with existing mods?
Ashivan 5. juni 2024 kl. 19:40 
Self solved. Just delete Void Singers with your "Delete Secret Societies" mod.
Ashivan 5. juni 2024 kl. 19:32 
How can contact with Starborne Emissaries?
I can only found Void Singers, not Starborne Emissaries.
Ludicity 2. mar. 2024 kl. 10:26 
Yes I think so too, after more testing I can confirm that it has something to do with leylines.
Fuzzle  [ophavsmand] 2. mar. 2024 kl. 8:10 
Sounds like a problem with MPH tbh
Ludicity 1. mar. 2024 kl. 22:31 
Since the MPH (Multiplayer Helper) has just been updated to 1.5.6 one of the 4 (or possible all) of these extra secret societies causes a mod conflict that causes consistent descyncing in multiplayer - I have just finished doing extensive testing with some friends for the last 4-5 hours. We are 99% certain that this is the case
Fuzzle  [ophavsmand] 22. aug. 2023 kl. 14:49 
Actually, lines 69, 72, 75, and 79 should be changed to that, not just 69.
Fuzzle  [ophavsmand] 22. aug. 2023 kl. 14:43 
BBG is alerted of the problem, in the meantime you can change line 69 in the file " sql\XP1\Buildings_XP1_or_XP2.sql " to:

FROM Resources WHERE ResourceType IN ('RESOURCE_HORSES', 'RESOURCE_IRON', 'RESOURCE_COAL', 'RESOURCE_NITER', 'RESOURCE_ALUMINUM', 'RESOURCE_URANIUM', 'RESOURCE_OIL');
Fuzzle  [ophavsmand] 22. aug. 2023 kl. 14:25 
This one is caused by BBG. Something to do with strategic resources.
derrickshelton12 22. aug. 2023 kl. 4:00 
Having the same issue, tried to load a game and it said there was a mod conflict. Took off BBG and it loaded just fine. Not sure what else the conflict could be.
Fuzzle  [ophavsmand] 19. juli 2023 kl. 8:00 
What is the conflict? I just loaded BBG 5.3 and Starborne Emissaries together just fine.
New Messages 19. juli 2023 kl. 5:56 
There is a conflict between this mod and Better Balanced Game, but your other secret societies mods work just fine with it.
Fuzzle  [ophavsmand] 20. apr. 2023 kl. 15:07 
You should be able to DM me now
aubmelvin 20. apr. 2023 kl. 6:14 
Where can I send you all this?
Fuzzle  [ophavsmand] 30. mar. 2023 kl. 12:07 
If you make them, I'll incorporate them!
aubmelvin 30. mar. 2023 kl. 6:32 
do you want french translations?
Fuzzle  [ophavsmand] 3. feb. 2023 kl. 6:52 
Unsubscribe and resubscribe, that often clears up some issues
Benchie Paul 3. feb. 2023 kl. 4:07 
Hey is there something wrong with this mod? I never see it anymore in game even though i am subbed to it?
vk34vlz 18. jan. 2023 kl. 23:15 
Hi! I can help you to translate this mod in russia language. And these mods too: Secret Societies: Knights of Solomon, Secret Societies: Brigand Court, Secret Societies: Harmonists. I'm in buisness if you are ready.
mjohnson1246 27. nov. 2022 kl. 11:21 
I think the unique IZ building might be a downgrade from the Coal Power Plant. The CPP's production bonus is huge.
Fuzzle  [ophavsmand] 12. okt. 2022 kl. 11:19 
One time thing. More than once would be absurdly broken
Lililick my balls 12. okt. 2022 kl. 10:06 
Galactic Embassy one-time thing or I should be able to repeat it ?
Once completed , no option to build anymore. Is it a bug ?
Fuzzle  [ophavsmand] 27. aug. 2022 kl. 7:08 
Maybe I'll add it to the Laboratory as well, but make it so that you will still only earn 1 Elerium in each city.

I don't think Community Colleges synthesizing Elerium would make much sense.
Shabutaro 19. aug. 2022 kl. 18:43 
I cheated around a bit and found that the Institute of Technology rewards 1 Elerium. No other building does, not even the other of the same Tier (Community College).

So yes it does work, but you unlock the building at the end of the Atomic Age and only one of the two buildings provides Elerium. Is it maybe possible to add it to the other building as well? Or the Tier 3 buildings? I don't know how to balance it properly and this is probably an unreasonable request.

I should mention i use Grand Eras (Project 6T) as well, basically the whole JNR's Playlist of mods.
Shabutaro 19. aug. 2022 kl. 18:11 
Yes sorry, got confused with the name. Hmm do you perchance know which building it is? I think there is no trace left of the Research Lab. I have all but the tier 4 buildings (Community College and Institute of Technology) which come super late, way beyond when you can start building Elerium Power Plants. And when i look into the civilopedia the Modifiers state "BUILDING_IS_RESEARCH_LAB" and "REQUIRES_CITY_HAS_RESEARCH_LAB" to grant the effect of "EFFECT_GRANT_FREE_RESOURCE_EXTRACTED" for "RESOURCE_JGP_ELERIUM".

I am not deep into Civ modding, so i don't know if there is something else i am overlooking that should give me Elerium. I will try to reach the Tier 4 buildings, but even if they grant it, it will be pretty damn late into the Atomic era where you already unlock the 4th Secret Society gov slot where you can make use of your 3rd one.
Fuzzle  [ophavsmand] 19. aug. 2022 kl. 17:46 
You mean JNR? Should still work, even if the name is changed.
Shabutaro 19. aug. 2022 kl. 16:03 
Is there a way to make this compatible with JFDs District mods? A Research Lab doesnt exist anymore as it got split into 2 different buildings, so getting Elerium is impossible (unless i am missing something here).
DeadWeatherDrums 23. apr. 2022 kl. 19:28 
Diplomatic Quarter Expanded is also waaaaaaaaaaaaay way cool. Super fleshed out, very real world accurate, and takes the Diplo Qtr from meh to magnificent. And buildable in every city.

Speaking of which, there should be a mod that let's you move the Government Plaza to another city, like you can the palace. There are many examples of the governmental capitol being moved in the real worlld, like Canberra, Brasilia, Ottawa, Seojong City in South Korea, Washington DC actually....and one day, when that literal and actual swamp floods, it'll get moved to Denver, maybe under the airport....hanging out with JNR's Area 51 mod.....
DeadWeatherDrums 23. apr. 2022 kl. 19:19 
Yeh, Arlo's "More Maritme: Seaside Sectors" -- he adds two new districts (for leisure, shipbuilding/military, commerce) so you have 3 to play with on the coast. Cool ideas and great visuals.
Fuzzle  [ophavsmand] 21. apr. 2022 kl. 10:06 
He means Albro
fka-gargamel 20. apr. 2022 kl. 22:59 
Dear deadweatherdrums
I am always in the look out for cool new mods
What are the mods you are referring to in your post: Arlo? Anno domini
I couldn't find anything in a quick search...
Thanks
Fuzzle  [ophavsmand] 20. apr. 2022 kl. 17:03 
Yeah these don't add a huge lot of assets. Just the building basically. Only the building model I think would contribute to the limit.
DeadWeatherDrums 20. apr. 2022 kl. 15:13 
I love what you've done. I feel like more could even be done but I don't know and haven't tried it yet. I'm trying to use the Knights of Solomon as well but I'm running in to asset allocation limits with all the mods I need to keep Civ 6 interesting after a lightyear of playing. Do these Secret Soceity kind of mods (or more Great People mods) add much in the way of assets or are they big hits like JNR's Complexity, Warfare Expanded, Arlo's awesome mods, etc.? Is each new City State or Civ or Wonder an addition, and are they big or small? Does file size matter much? I haven't even tried City Lights because I know I'd have to turn off so much, like I did with Anno Domino, which was cool and impressive. I have so much respect and appreciation for you modders.
ConnieOfTheWolves 12. apr. 2022 kl. 15:29 
Is there a way to add in the meeting condition of natural wonders? I feel like that may add to the feeling of this society.
axatoramus 8. apr. 2022 kl. 16:17 
Hahahahahahah
Fuzzle  [ophavsmand] 8. apr. 2022 kl. 2:53 
Be the change you want to see in the world
axatoramus 7. apr. 2022 kl. 19:51 
Still waiting for some mod to change "secret societies" into realistic ones. No vampires and magicians, but deep-state agents or lobby groups.