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> When i give a worker an improvement build order, sometimes the tile he's working at will look like it's been pillaged (black smoke and all) until the improvement is done
> we can (try to) repair improvements under miasma, but it won't work
> the AI will spend a long time trying to repair improvements under miasma.
I dropped a condenser on PAC early on to screw with her, and she spent the rest of the game losing units and trying to repair improvements, she never expanded beyond 2 cities. When i took her capital with a coup, it had like 6 buildings. On Apollo! I felt bad for the AI and started dropping repulsors everywhere :)
I quite like this mod and how deadly it makes miasma, but i think the AI repair thing is game breaking and, if it can't be solved, i suggest you should drop the miasma-pillage feature and stay only with the extra damage and -1 food. Or maybe -1food -1energy;
The first one is really not solvable, since its graphics bug, and I cant just mod graphics engine :/ Its similar to the problem of terraforming mods > you can change the terrain but graphics wont re-load until you save and re-load the whole game.
I will look if its possible to disable repairs while under miasma, that should (partly) solve the third problem as well :) Problem is I wont have time for the next two weeks to do something so extensive :/ I can disable pillaging too (sicne -1 food is currently also disabled) if its a big problem.
> Problem with modding miasma is that there is no (working) entries in XML. There are entries, but they dont do anything. I have no idea what controls miasmia, since its not in luas either.
Another problem is that there is no BERT API, I am using Civ 5 API, and there is no miasma there, so i know only two commands concerning miasma :/
Since I cant change the yields by simple XML command, I need to keep a "list" of wheter the tile has changed yield or not. However, it turns out that this list isnt kept in saves. So, what I am going to do is to check for the "original" tile yield as given by terrain. If this is changed (for example by improvement) it will cause problems. Probably. I will have to do testing about it, since it seems that the game can differentiate between "true tile yield" and tile yield as shown to player, after changes by technologies/buildings.
Also, the AI seems unresposive to changes in XML. They DO change advisors "advices", but it seems like the AI doesnt follow those. I am not sure why. From what I seen the AI researches, builds and does ALWAYS the same thing. It goes for virtues too. Every AI has all virtues in knowledge for some reason. For a game thats almost impossible to play online, they really screwed the AI :P Similar in Civ 5...
Well. Thanks for feedback. Sorry for the wall of text :) Let me know if you think the pillaging is a big problem, I can disable it with one click, until I will have time to rewrite the code :)
I'd like to disable the pillaging, but you don't need to update your mod, just point me which line i need to change.
I am actually kinda hoping firaxis will acknowledge the AI problem and fix it. But even for them, AI programming is quite huge problem. I just wish they would finally use neural nets and self-learning programming -.- Actually... thats such a great idea... I think I will write them... Better yet... Maybe I will do it O.o
To disable it is quite easy, just go to your MODS folder and find "Rising Tide of Miasma (v 2).modinfo", open it (notepad will do just fine) and remove the following entry:
<EntryPoint type="InGameUIAddin" file="Lua/MiasmaYield.lua">
<Name>MiasmaYield</Name>
<Description>
</Description>
</EntryPoint>
Everything should work fine after that :P :)
Edit: Saved games will most likely not work ;)
Is there a way to run a check to determine if pillage will be applied against the damage units take in miasma? So "If miasma unit damage is greater than 0, buildings under miasma equal pillaged, else buildings equal not pillaged"?
I think this will be in keeping with the flavor of Harmony being planet friendly while still providing the impetus in the early game for Purity and Supremacy hunting the alien nests with a vengance.
The pillaging mechanic can be stopped by researching "Alien Ecology" - this goes in the spirit that you have to "learn" to work with the planet. It wont be in the first week that you lear to breathe toxic spores :) Even a harmony player is just human the first few years on a new planet :P I was thinking about adding this mechanic to affinity milestone, but I want to re-work affinities in the future, so it went to research. This way, even non-harmony players have access to it, and they dont have to focus on getting affinity points in harmony :)