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I have been trying to use a mod that decreases pressure from free cities and the number of cities lost in Dark Ages; I edited the file manually, changing those values per difficulty level, but it seems not to be working and I was wondering if it could be related to the difficulty changes of this mod.
I can of course just test it, but getting an answer from someone who might know for certain is always good.
I'll remove it for now, see how it goes. I have a trainer that can zero out their gold, it's been useful when they build up to 500k because they have 20k/turn now lol but thinking maybe just let it play. We've JUST hit air power capability and there's a lot of denouncing going on so war is coming..
Reet time to fiddle with the scaling (because they still need SOME money - I've paid 100k for a carrier). Maybe if I set it so it starts when the scaling starts in industrial, and lower it a bit.
Anywho sorry bud, my memory is atrocious. I'm making 20 changes of my own per game I can barely remember them, never mind what I do to other people's mods. My turn times could be measured with a calendar come late game
My first game on Pro but I added a bunch of other mods (tons of extra great people so there's like 6 or 7 per era now) and they're getting some redonk bonuses via abilities lol. Just lucky I got Halicarnassus
Ah yeah I see it. I *kinda* understand it lol but ya I'll copy that bit into my current one. Cheers for your help bud, I appreciate it.
I don't know if you'll remember but you also helped me do combat scaling per era and that has been one of the biggest boons to my game still after all these months. In information era they get a +8 combat bonus, and if you're not rolling in cavalry with light cav support with double flanking bonuses, jets, all of it, you're screwed. It's amazingly fun combat
I actually nerfed Crusade belief down to a +6 too. My end game fights are very much a "if you don't act like America, you'll get treated like Iraq". I have to have aircraft carriers with jets on for basically any fight. It's glorious.
Anywho, just wanted to say thanks dude. I'm actually about to start my first pro game (I normally play Deity because of all my other changes, but ya time to ramp it up!)
So I looked at it and 8.19 was the latest version with the gold modifier. I remember now, It's not in the modifier you posted anymore but I linked it to civics later, it's at the very bottom of core.sql
Anywho ya tl:dr 8.10 is last time gold scaling existed, if it's purely in the form of that block. if not, please lemme know where else to have a gander, ta
also the steam comment limit sucks
('GOLD_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_RENAISSANCE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_INDUSTRIAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_MODERN', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_ATOMIC', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_INFO', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_FUTURE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('FOOD_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 1),
('FOOD_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 1),
('GOLD_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_RENAISSANCE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_INDUSTRIAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_MODERN', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_ATOMIC', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_INFO', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_FUTURE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
8.10 is the last version with it (I think - I suck at this stuff, I'm going purely via core.sql and this block:
Or you can just adjust it yourself, like the previous poster
lol well better to find out now than never eh. I'll look at your old versions see if I can figure out how to bring it back
Be aware that the last number gets multiplied by difficulty.
If I read this right:
('GOLD_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
Does that mean there's no gold scaling for the AI? If I *am* reading it right, can I change that last number to 2 (and 4 for the next era, etc.) to add gold scaling?
I can't try their mod atm, I'm endgame in a current game I'm working on mods on and my turn times are like 5mins each lol so it'll be a while before I'm free of this! Working on stuff late game suuuuuucks.
[1040331.664] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[1040331.664] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
I've realised while messing around with icons myself, your icons.xml has <Row Name="ICON_ATLAS_JGP_DEITY_PLUS_PLUS" IconSize="62" IconsPerRow="5" IconsPerColumn="2" Filename="DifficultiesCiv6JGP.png"/> but no file of that name exists (also can it use png ? I used Civ VI modding assistant (I don't wanna link, steam is weird about it, it's on fanatics) to convert into DDS and now have icons that work. Ish lol.
Second game, I decided to go culture mali and met Gorgo around turn 150 and she was already on 400 CPT and 230+ tourism per turn (how??). Shes in the modern era civics in the renaissance and judging by screenshots, is on track to win by around turn 220. I'll continue to play it out, but my only possible shot left is to try and build up an army/navy and pillage her empire.
I may have to lower difficulty to immortal next time, but her CPT and TPT outputs scaled even harder than the screenshots suggested on deity. This is also with M&C mode enabled, so AI tourism is nerfed. I guess I got what I wanted, which is to make deity AI tougher, lol. Just didn't expect such a large difference.
https://steamuserimages-a.akamaihd.net/ugc/2478744714341245243/E8CBBB17B427F6A794A218702B84A7410CE117E7/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
My mod automatically disables the player tourism boost with M&C active. The AI tourism is also nerfed.
And an additional niche question: I'm playing with monopolies++, which has an option to disable tourism from monopolies altogether. If I were to choose no tourism from monopolies++ mod, would your tourism boost for human player option still work from industrial era onward? Or does your mod disable that altogether when monopolies and corporations mode is selected?
The reason I wanted it that way is because I think the game feels more alive if the player has to make decisions with a specific strong opponent in mind and if there is clear opponent to beat.
That's why I added a light snowball mechanic in the form of player era modifiers instead of game era modifiers.
That said, I have always played with the idea of making a more tame version of the mod where there is less threat of 1-2 AI snowballing out of control, because I see how it can be a stressful experience. Maybe I will give it a try soon.
Played in a bundle of mods Real Strategy and Late Game AI, difficulty "Immortal".
Screenshot of post-game graphics, as an example, pay attention to the orange player
https://i.postimg.cc/54jRx2CJ/Screenshot-1.png
And not sure if you noticed but if you look at screenshots(3 and 7 are the best example) it is present there. On screenshot 3 you can see Saladin has twice as much as other civs have dispite in normal game having more or less the same with other leaders. In screenshot 7 it`s the same but with Rome he has 1400 sience while the other best civ has 800, the difference is almost 100%
So overall mod is doing a very good job, AI finally using they millitary properly and actually building units that make sence, but also ruins the late game balance completly because of what`s seems to be a bug ad not a designed feature
P.S. Comment from march and from february also supports this
[Gameplay] ERROR: no such table: DifficultyTraits
Not sure if it affects functionality.
@Stroiko No, it's not really possible to do something like that. I was able to make them pay less for diplo favor, but only by making the AI value diplo favor less as a whole, not only in trades. And I don't think there is a value for open borders. Trading behaviour can't really be modded at all