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<Feature name="Districts" />
<InfoView name="Districts" />
I am using 81 tiles, but I don't think that conflicts, as noted in the mod description
Thanks in advance
I would like to increase the population reqs for the first 5 or 6 milestones but keep the last ones as the same.
Under "BusyTown" milestone, there is <Policy name="" />. "Big Town" milestone also have that as well. Not sure if that was deliberate or an oversight. Could this potentially cause an issue for the game?
By the way, you may want to add the information about source code being included with the mod in the description above. Also sorry to hear mod being in development hell. That is... not good.
While this update is not complete, it does update the binary to run on the latest version (hopefully without errors) and most things except park/industry/academic zone stuff should work in this version. It's completely hit and miss though, I could never figure out how to unlock those tags and got sick of digging in unlabelled binary files for answers.
As Legion notes below, I do include the source code in with the binary with every update. So if someone wants to try and extend and update this further, go right ahead I have no claim over wanting to control this or anything.
If any more DLC are released, I'll just update the binary to make sure it's still running, but otherwise only add in the easy stuff.
C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\534440333\Source
Quite frankly, I never really get why farms and basic raw materials production such as mining and forestry (not sure about oil but real-world oil production aren't always located in urban area anyway) are locked from the beginning.
Any progress on the DLL revival? I have not had enough reason to play since this mod broke
However, I was kind of surprised that you managed to decompile the DLL. I am not a programmer but I have read a bit about programming and I thought decompiling was difficult to do, IIRC. But I suppose it is not impossible. That is some interesting find you made from looking into that code, though! Good detective work there. :)
Finally, I don't want to seem disrespectful of the original author for supporting your idea but, honestly, this mod is a must-have as not all of us will agree with the Colossal Order arrangement of unlocks with corresponding milestones. For example, I set it so that district are unlocked from the beginning of game; this way, I can have agriculture right from the start.
If you're unable to actively maintain this mod please please please consider either open sourcing it or passing the mantle off to someone who can actively maintain it. This mod does exactly something I've been wanting to do with this game and then some.
Any suggestions on this?
I was also surprised to notice now that this mod is not open-source already, which meant that should this mod be no longer maintained by the creator, there would be no way to continue this mod's development except to start all over from a scratch...
The output log gives the following:
Simulation error: Array index is out of range.
at TestUnlock.MilestoneExtension.readDefaultValues (.UnlockController controller) [0x00000] in <filename unknown>:0
at TestUnlock.MilestoneExtension.OnRefreshMilestones () [0x00000] in <filename unknown>:0
at MilestonesWrapper.OnRefreshMilestones () [0x00000] in <filename unknown>:0
at UnlockManager.LateUpdateData (UpdateMode mode) [0x00000] in <filename unknown>:0
at SimulationManager.Managers_LateUpdateData (UpdateMode mode, Single minProgress, Single maxProgress) [0x00000] in <filename unknown>:0
at LoadingManager+<LoadSimulationData>c__IteratorB.MoveNext () [0x00000] in <filename unknown>:0
at AsyncTask.Execute () [0x00000] in <filename unknown>:0 [Core]
I hope you will update this soon.
I wish the mod will be patched, because its definivly a great one !