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Oh, I think those were meant to Doc_Furtado, not me :D
But yeah, I personally love how this (and the Forts) mod made my wars more entertaining by giving a much more "realistic" value to territory and military installations. Makes the game really fun, even if AI uses it in a wonky way, it ends up being nice sometimes (and I'm testing it on multiplayer soon so it should be quite awesome!)
Looking forward to a future where encampments will be really key lines of defense!
@Doc_Furtado, I'll try to add an Option for that in the future. But for now, you can comment the lines at line 542, 543, 622, 673, 744, 753 and 761, by adding -- before the line. like> --code
As for your last question, it's possible yes, but only for the Human Player. For AI we need the Community Extension mod.
Thank you for the good work!
I have a question, if that's ok: Is there a mod that does this for Encampment districts though? For example, you take a city but the Encampment remains on enemy control? I think this is a bit more unlikely due to it being a district, I guess...
Do you think it would be possible? Or at least to make it so a city cannot be captured as long as its encampment still lives?
When it comes to TC Forts mod, the land clamed by forts belonged to original capital, and didn't "port" over to new owner of the fort (foreign military land unit vs pillaging vs removal) So it was quite tedious to manage.
So a re-release of Strategic Fort would be very much welcomed. :)
@ChrisMartin, should work fine now (you don't need to restart a new game for it to work). And yeah, the AI spams Forts like crazy in the late game, and not even strategically, and I don't think there is an easy fix to that without preventing the AI from using it at all.
Anyway, those are really good Ideas on how to nerf early game Forts. I won't be changing anything in this mod, as it's still a commission, but I will be making another version of the Mod that goes even deeper on the strategic part of those improvements (+ some other infrastructures and Units), and may implement some of those Ideas if that's ok with you.
I also miss TC forts claiming land. Stopped using it, because of the late game spam issue by AI (every tile within boarders, the AI build forts, so flipping or taking a city, didn't have much land left, close to the city) Also the 1 tile radius claim are a bit over powered in the early game. I wish builders could use a build-charge inside the fort, to claim 1 random tile, with maximum 1 tile radius = 7 tiles. Military Engineer builds the Fort, Builders expands the land around the Fort. And to go nuts on it; Every 5 turn on Standard speed without any friendly military land unit having fortified bonus in the fort, you loose 1 tile of claimed land.
It doesn't replace Strategic Forts, it just overrides its script if it's enabled.
Also is this *just* airstrips and silos that it affects, or can this entirely replace TC forts?
It's nice that you tracked it down to that specific situation, bc it indeed was an Issue with this mod where building a Fort on a Resource would cause an infinite loop, which makes the game freeze. I fixed it for the Fort but it seems that I forgot to do it for the Airstrip and Missile Silos too. Will Fix it ASAP.
Could this be a conflict with "Removable Resources and Features" (970270416) + its bugfix (2556804240) and "Strategic Improvements"?
On major civ turns, my game can sometimes freeze (All animations are stand still, but the music and sound plays with no problem. Also my CPU and GPU aren't working extra hard). But if I reload a save, search the crashing AI's territories, and delete every Military Engineer they own, the game will proceed.
I haven't investigated this more closely, so I don't know other factors that could play in, like looking to log files. (aka guessing what a Military Engineer could try to do, that would freeze up the game.)
This is the only mod lately I've start using, that do something with Military Engineer.
Thank you, Zegangani, for sharing your work.
INSERT INTO Improvement_ValidFeatures (ImprovementType, FeatureType)
to
INSERT OR IGNORE INTO Improvement_ValidFeatures (ImprovementType, FeatureType)
Then the Database Error is gone. Hmm. I dont know if it was right what i did :D
[Gameplay] ERROR: UNIQUE constraint failed: Improvement_ValidFeatures.ImprovementType, Improvement_ValidFeatures.FeatureType
As for your question re. building Airstrips in Enemy territory: the mod doesn't mention that bc it doesn't add that feature, and the vanilla game also doesn't have it. You can only capture Enemy Airstrips, by pillaging them.
@civisterrae, This mod alone doesn't affect Forts, it's only when you also have Strategic Forts enabled where this Mod makes some changes to that mod to account for airstrips/missile silos. Which means you need to sub to that mod too if you want forts to claim adjacent tiles.
In other words, this mod adds a compatibility + a change patch to the Forts Mod. Will change the description so it's more clear.
@herecomedatpepe, it works the same way as in the strategic forts mod, which means the tile is given to the nearest city in a 3 tiles radius, or else it's given to the capital city.
AI is affected by this Mod as well, but it isn't aware of it and won't use it in its strategies. AI sometimes tends to (randomly) attack and pillage airstrips and missile silo tiles, so it might make use of this Mod's features even if it isn't aware of it.