Better Tech Tree (UI)

Better Tech Tree (UI) 3.2.1

Just in case this helps, I run nearly every mod that you have made other than RBU and RND (I wasn't sure if the AI would know how to use them).
AI builds upgrades from RBU. Not very often, depends on the needs.
As for RND - the buildings that give yields are built (that is what the yields are for - to make it attractive for AI). Project probably no, and insurance I am not sure.
 
@Infixo Thanks for the help! -and for all of the effort that you have put into this excellent set of mods. As if you don't get enough suggestions, I think a "Real AI Boost" mod by you would be terrific, due to your knowledge of the system and attention to detail

the edits that you suggested worked and the saved games work now! -you are the best!
 
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I use Real Strategy as well, and it is as usual with your mods, excellent.

My thought was that you could probably meld together a combination of the various mods that give scaling bonus to the AI for Science, Culture, Production, Gold, Tourism, giving Amenities, etc. with what you felt was best, and any additional settings that you feel are warranted. Because you perform a significant amount of testing and validation to ensure you mods work as intended, and then regularly update, you could add another great mod to your collection.

Not that it's fair for me to suggest that you take on additional work, and you may not feel it's necessary but I thought it mind be an interesting endeavor for you. And selfishly, I would have a tougher challenge, and as a bonus the community would too : ) The default difficulty settings with giving the AI bonus units at the beginning result in a very challenging start, but the AI still fades in the later eras, from what I have seen.

Attached is the sql file Jam's Difficulty Mod. The settings in have been modified by me in the culture and science section to give the AI a larger bonus as the eras progress.

I also attached a zipfile containing the Smoother Difficulty files. It does some interesting things as well,
adding amenities, etc. I don't like the combat changes or the player penalties.
 

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Ello mate I love this mod, gives a lot more info, however I've noticed that the extra icons don't show up in the side bar, only in the full tree ( https://gyazo.com/dbfd678de1157e725fca031d855eb8eb ), is this a conflict on my end or something you're aware of ?

Other mods I have:

Better Espionage Screen
Better Civilopedia
Better Leader Icon
Better Report Screen
Better Tech Tree
Better Trade Screen
MoreLenses
Real Era Tracker
Real Strategy
ReallyAdvancedSetupLite (just gives extra stuff at start)
TougherCityStates (just gives them extra units)
 
Bronze working: kill 3 barbarians.
I am more than certain I did not kill 3 barbarians. I got the boost after killing the very first barbarian. It is very first turns of the game, and until now the barbarians killed my scout, not that I killed barbarians.

Almost the same for Iron working: Kill 10 barbarians. Only this time I did not get the boost. I also doubt I killed 10 barbs, so it is OK I did not get the boost. But it is not OK to have notification that I did get the boost when I did not. Interestingly enough I got unveiled how to get the boost (kill 10 barbs) but not the boost itself. Something is clearly wrong with the barb killing boosts.

Could it be that the counter included killed barbarians by other empires too?
 
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Is there any way to make this mod compatible with Better Archaeology Site (in their current state TechTree window is displayed completely empty)?
 

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BAS author response about conflict: "I did a quick check on what that mod does, probably it tried to display custom Adjacency bonus unlocked by Tech/Civic which were added by this mod. You need to contact that mod's author I think, since this mod does not have any UI-affected effect and I cannot fix any UI related problem within this mod."
 
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