Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Confirmed it happens to the AI too, probably what caused these crashes I said at FW comments.
So it can be:
- A conflict between the two mods (I have no idea about modding, but maybe one mod is replacing things of the other or something like that).
- Something about my game (re-downloading should fix it, but don't want to, at least soon, my internet sucks).
- Something about my computer.
At least now I know what exactly was it...
With only this and FW, it crashed after declaring Enrico (my test subject xD) and one turn left for the next research, 3 out of 3 crashes. WTF?
Again, this could be just coincidence or just happening to me. I'm gonna delete and download again both mods and try again, but how the heck could FW interfere with this mod in early eras? I'm confused.
Didn't try the thing about AI Yumemi yet.
SORRY FOR THE BORING WALL OF TEXT.
I think it's pretty clear, but I find it strange that nobody else mentioned it, so maybe it only happens to me?
I doubt Future Worlds has anything to do with it, since it was in Renassaince era, but I will try following the same steps in a new game with it deactivated, just in case.
Comment too long again.
I don't know if you remember, but some time ago I posted a comment on your "Future Worlds" saying that I had random crashes and that I thought it was that mod conflicting with another one. I didn't play in a while, but now I took it back and found something interesting about this mod.
Playing a game with only 6 mods, more or less, Future Worlds included. Turn 11X (around Renaissance era, nowhere near future yet) .Press "next turn", crash.
Reload previous turn (I have autosave for each turn). Do exactly the same. Press "next turn", crash again. (This twice)
Noticed the icon saying "you get X science because of war between these nations".
Also noticed one turn left for Acoustics.
I thought: maybe using the same icon for "your science because war" and "select next technology" is causing conflict.
Comment too long, continues on the next.
As for how many other mods... probably about 100. Other than infoaddict, they're almost exclusively other new civilizations.
The bugs you're getting with the Probability Space Hypervessel are weird, though, as the mod doesn't really do much that should conflict with other mods. How many other mods are you using? Does the mod still cause problems if it's the only mod active?
I'm not informed if the game will be modable, nor do I know if you will even get it, but I can picture the Probability Space Hypervessel in the upcoming Civ Beyond Earth well. A perfect fit for a sci-fi scenario if you ask me :).
So far I was able to figure out how to implement the xml files, but the lua file adding is vague info and sql file information is just non-existant. Could you help? Thanks
Hope you enjoy the civ, though!
Do you think you could perhaps provide an alternative, external download-link in the mod-description? It's my best guess for something that would be the most likely to help.
ОНИ ШЕДЕВРАЛЬНЫ!!!! (Говорю от лица РУССКОГО ТОХОФАГА!!!!)
As for the Laboratories, while the Labs themselves don't get any later game bonus, the Hubs all get bonuses in the Industrial era. The Commercial Hub gets +1 Gold and +1 Science with Scientific Theory, the Industrial Hub gets +1 Production and +1 Science with Electricity, and the Biology Hub gets +1 Food and +1 Science with Biology.
Thanks for the feedback!
Intended?
Also, might want to give the UI, Laboratory, another boost later in the tech tree(or even just make the first stronger) as it seems to fall off in terms of yield in late game. It feels solid early game and mid game, but late game feels a bit weak once other UI's get boosted. Just another point of yield would be enough, imo. Even pushing the boost to Scientific Theory and making it a bit stronger would be ok.
Overall, very good mod. Good job!
In general, you shouldn't try to alter the mods used by a saved game when loading them; Altering the list modifies the load order, and the game internally cannot "find" the proper ID's for stuff anymore, I believe. See if you can play with this Civ enabled in a new game.
Which is confusing me the most.
I turn this mod on and when I try to load a game, my game crashes with a runtime error.
I turn this mod off and everything runs fine.....
I don't even know what could be the problem. Having too many mods probably can't be it, no?