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<PlayerPerks_ResourceYieldEffects>
<Row>
<PlayerPerkType>TXT_KEY_PLAYERPERK_RYIKA_AFFINITY_SUPREMACY_PURITY_2_HELP</PlayerPerkType>
<ResourceType>RESOURCE_PETROLEUM</ResourceType>
<YieldType>YIELD_ENERGY</YieldType>
<FlatYield>2</FlatYield>
</Row>
<Row>
<PlayerPerkType>TXT_KEY_PLAYERPERK_RYIKA_AFFINITY_SUPREMACY_PURITY_2_HELP</PlayerPerkType>
<ResourceType>RESOURCE_TITANIUM</ResourceType>
<YieldType>YIELD_PRODUCTION</YieldType>
<FlatYield>1</FlatYield>
</Row>
</PlayerPerks_ResourceYieldEffects>
There are TXT_KEY_ tag in PlayerPerkType tag so this codes are don't work.
I hope it’s just a display problem and that the mod still works. However, is there a way to fix it ? If so, how ? I can take a look into your mod files if it's not too hard for me, I’m not a modder but I like to "dissect" things ^^
I am on turn 60 and didn't get a single level of any affinity))
Mods changes affinity, but the changes are different to what is represented on the screenshots.
Maybe the screenshots are from version before RT?
I couldn't find first level's effect - explores takes no damages in miasma in the game
This mod conflict with the Social engineering mod, an unhandled exception occurs. any fix? ahh yep... thats whats been happening to me for 4 games past turn 100-120 good to finally find out whats been causing it
I like gaining a buff for every affinity level as the game progresses, unlike vanilla, but the buffs are too big when put with all the others from different affinity levels, IMO !
Still probably the mod I've used for the longest time. ;)
Cool mod btw, thanks!
I am a bit confused tough, how much aff points needed for specific levels, I mean I know how much needed for the next level, but I like to plan ahead and know how much is needed for the upcoming levels because I also consider this to choose research. Without mod it was straigth forward each level needed one more point then the previous, but with this mod I am confused.So it would be great to have some tooltip or something that makes this info visible.
but the sceenshot is what i meant
I'll make a note to update the screenshot... eventually. :p
Thanks! That fixed the UI bug, and I seem to have narrowed down which mod was causing the crash bug with a little testing. :)
The UI thing is a bug with the game itself that only Firaxis can fix. Any mod that makes use of the unit promotions system will cause the failure. There's nothing any modder can do about it. There is a work around though. The first time you open Civ BE, load your mods twice before starting or loading a game. Load the mods, when it finishes configuring, go back. Then go forward again.
@Nyoro~n -- that sounds like a conflict with another mod. Are you running any others? Which ones?
Just in case upgrading to win10 broke everything, I even tried to reinstall civ, and it did nothing at all. Any idea how can this be fixed, cause this mod looks neat.
What are they, exactly?