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You have to follow the tip : When you load the mod, after the game tells you it's ok it's loaded and you can choose to reload a game or create a new game, just go back to mod selection, unselect and select it again and everything goes perfectly (Tested with only this mod enabled)
Civ BE mod loading is fucked. You have to load mods, go back, load mods again, then play.
Any ideas?
<References>
<Mod id="92d7e56c-cfd5-460a-a1d4-09e8887e5e55" minversion="0" maxversion="999" title="Awesome Affinities" />
<Mod id="8a412ad4-84a3-4981-bd5c-35354757d948" minversion="0" maxversion="999" title="(RT) Social Engineering - A Culture and Virtue Overhaul" />
<Mod id="e112d8a7-303d-410d-ab53-8eab65fd2ba4" minversion="0" maxversion="999" title="Awesome Loadout" />
</References>
And guess what? This fantastic mod now plays nice with all three of the above.
Enjoy!
10/10 would recycle colonists into SMAC Brand Soylent Green again.
To solve that, I simply created another account on my computer without those weird éèüà symbols and it now works perfectly, just so anyone encounters the same problem.
Thanks a lot and keep up the good work.
From looking in your log file it seems the mod's not working properly because the game is unable to find and load some of the mod's files.
This could be because it never downloaded properly in the first place, in which case I suggest unsubscribing from the mod on Steam, deleting the "Affinity As Yields (v 49)" folder from your hard drive, then re-subscribing or downloading from civfanatics.
It could also be because you have a non-english character in your windows username, since I've heard that can prevent the game from following a file path properly. You could try creating a different windows user account on your computer and playing the game from that.
Hope that helps.
I'll play another game start with your mod and send you everything on your civfanatics page as soon as I have the time !
Could you send me a copy of your lua.log file? ( in Documents\My Games\Sid Meier's Civilization Beyond Earth\Logs) and maybe your savegame too.
You can post them over on my civfanatics page. [forums.civfanatics.com]
The Relic is supposed to yield 1 point of affinity XP per turn. When you've aquired enough affinity XP you will gain a level in that affinity.
The line underneath "+1 affinity each turn colony-wide" in the tooltip should now read something like "1/20 towards next level", then "2/20" the turn after, etc. That's the running total that your "affinity each turn" gets added to / the amount you need to level up.
When I build the first old earth relic (any variant) am I supposed to get 1 affinity per turn from the variant, per turn ? It's written in my affinity tab top left corner that I get 1 affinity per turn, but the counter still stay to 0, while the text shows "+1 affinity each turn colony-wide".
I used the displaybugfix and tried the mod as the only mod to verify if it wasn't another mod that was causing the problem.
Am I doing something wrong or I just don't understand how the mod is supposed to work ?
Have a good day
Great mod! I feel this is how the game should have been shipped. It gives you a reason to expand, to build up your cities.
If you play this game as a friendly(ish) civ, you end up with every resource due to trade routes alone, which removes the sole reason you had for any expansion.
But this, this gives you a valid reason to expand, to get those affinity's!
TLDR; Great mod, get it, now!
[15360.125] no such column: PrereqTech
[15360.125] In Query - UPDATE Improvements SET "PrereqTech" = ? WHERE "Type" = ?;
[15360.125] Database::XMLSerializer (XML/Change_Improvements.xml)
You forgot to close the previous section with </improvements> and open the new section with <builds> before the terrascape change ;)
Together with Rising tide of Miasma and Rising tide of Aliens this really improves the experience and immersion.
What are your symptoms so I can try to replicate it? Also this reminds me, as a heads up to HandyVac, I need to update the modular building quests mod, not that it's a hard update.
I've not had any problems myself when using this with Social Engineering. In what way, specifically, is it not working for you?
My only grief is that it doesnt seem to be compatible with the "Social Engineering" mod... a pity, since this is another great mod that changes some of the basic premises of the vanilla game and replces them with great and balanced design choices.
Every building and improvement in the game is useful, but there are many different things you can build to achieve the same ends. AAY makes the choice of which thing you build to get production/science/culture/etc. significant, by having that determine which affinity you end up with.
But personal opinions aside, all wonders now give percentage affinity modifiers instead of flat yields, so are less likely to pull you "off course" if you build one from your non-dominant affinity. +30% to zero is still zero.
I appreciate that having to double load mods is tedious, but it's not a bug anyone but Firaxis can fix, and it applies to so many different mods on the workshop now that it doesn't seem worth leaving features out in order to avoid it.
I tend to double load all my BE games out of habit now, regardless of whether it's actually required.
One request for the mod author, is to consider finding a work around for the build action bug. Having to load the mod twice is very tedious when it already takes a lot of time and clicks to load a game. This is strongly exacerbated by the fact that one often needs to restart the game to fix the broken combat animations in the engine.
Double loading the mod every game just for the forest and new terrascape improvements just isn't worth it imho, and probably frustrates players more than the lore benefit it provides.
Thanks for the mod! Subscribed ;3
(That was before the "Leash aliens" ability existed, incidentally)
I had previously outlined the design for a mod that would have affinities as yields too, but was told it couldn't be done without hacking the binary (which is way beyond my skills).
The thread for that idea [forums.civfanatics.com] is on civfanatics, but the essence of it was the same as what you've done.
Here is what I wanted to achieve:
Finding some way to make the AI smarter about using this system is on my long-term to do list, but I may not get round to it for a while.
A non-BERT version to follow shortly.