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
Yeah, this mod is pretty much obsolete now. I'm gonna keep it up just because, but I wouldn't recommend using it anymore .
Yeah, the way I've coded it, it won't ever spawn the resource beneath an existing improvement. So with every last tile improved, it won't pop.
I'd recommend using Affinity Quests Fix over this mod now; it has a much more thorough approach to these quests which adjusts each offending quest individually. This was more of a quick blanket fix.
If your issue occurs when you are playing with Alien Strains and Affinity Quest Fix together, please see my comment on the Alien Strains mod page.
1. If you're playing with an existing save file from before the bugfix, try starting a new game.
2. Delete your game cache (My Games/(BE folder)/cache)
3. Verify the integrity of your game installation (Game properties in your Steam Library)
4. Try Ryoga's Affinity Quests Fix instead (it's honestly a much better and thorough solution than this)
5. If all else fails, wait for the patch and hope that fixes it?
It shouldn't, but I should note that anything which directly fixes the quest scripts individually will likely just make this mod redundant anyway.
cause I was using that next to this.
@requiemfang
I haven't experienced this issue and have played multiple games to completion with this mod active. Two things to try:
1. Delete your cache (/My Games/Sid Meier's Civilization Beyond Earth/cache/)
2. Verify the integrity of the game files through Steam. This is probably the most likely issue from what it sounds like -- my QuestSystem.lua returns an error if it can't find the Script for a quest in either the loaded mods or the game assets folder.
just tried it out, changed the quest from bio-fuel plant to neurolab and didn't spawn the firaxite, changed the target city and didn't spawn the required firaxite :/
Better, possibly -- but not simpler. That would require going in each individual quest and changing their objectives, most likely. I'm still figuring out the structure of quests, so I may look into it. For now, I'm happy with this fix -- I'll make a separate fix to allow Biofuel Plants to be built with Fruit or Tubers to solve the issue of landlocked Capitals.
Can you send me a save?
@photogasm
Multiple reasons:
1. The resource-generating satellites don't come until very late in the game, unless you're rushing them to the detriment of not getting better satellites like Planet Carvers and Deep Space Telescopes earlier.
2. The satellites take a long time to generate any resources.
3. The most important one: the resources generated are random. I don't like being at the mercy of the RNG.
I posted a fix an hour ago. Make sure you've got the latest update (delete the mod and resubscribe if necessary, or download the newest version from Mediafire).
@PeregrineX7
The main reason I decided on this fix is because it affects all related quests in one fell swoop -- all quests which require a building constructed in a City call the same file, BuildBuildingQuestObjective.lua. This mod replaces that.
Doing it like you said, though it would make sense, would likely require direct updates to each quest, since each quest passes the City IDs directly to the previously mentioned file. I haven't yet dug through all of the quests to find out how they're coded and which ones would require said fix.
Just my 2 cents
Maybe you could make it an option?
It's possible to change a terrain type to water or land, but I want to avoid that for two reasons: 1. The graphical engine will not reload the tile's graphics until a game reload.
2. Changing a tile's terrain type is a bit beyond how far I want this fix to reach.
That was an oversight. I've fixed it and uploaded v2 -- if you have a save from before quest was granted, it should work with it. However, it won't spawn resources for already-granted quests.
Read the description.
@Kot
True, but it involves going after an otherwise dead-end part of the tech web, waiting several turns, and praying to the RNG that the satellite gives you the specific resource needed. That's a little too much for me.
If you have a save from before you got the quest, please enable logging, get to the quest and make your choice, then paste the contents of Lua.log to pastebin.
How to enable logging: http://forums.civfanatics.com/showthread.php?t=487482 (Civ 5 instructions but they work the same in BE)