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Real Eurekas 2.1

With 150+ new Eurekas that are randomly assigned each game will look different

  1. Infixo

    Infixo Chieftain

    Joined:
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    Location:
    Warsaw
    @ElCid0204 You won't see anything useful in SQL files because the game uses numeric IDs for boosts and another table to match them with techs and civs. I use an Excel file that has definitions of triggers and their relation to techs and civs. It's almost 1100 rows.
    To give you some idea below is a list of Boost Classes. It basically shows what the original game is capable of. Usually there's a subject given also (like a building type, unit type, etc.) X means that numeric value can be given. Thus with OWN_X_UNITS_OF_TYPE you can create many boosts for various amounts of different units. The number shows how many times a given class is used in current version of the mod (it totals to 585 as there are 117 techs and civs and each has assigned 5 different boosts to choose from).
    I also know how to add new custom boosts, however this requires first some programming in Lua. Anyway, I've already added a few and created a framework.
    AIRBASE_FOREIGN_CONTINENT 2

    ARTIFACT_EXTRACTED 2

    CITY_POPULATION 13

    CLEAR_CAMP 5

    CONSTRUCT_BUILDING 25

    CREATE_PANTHEON 4

    CREATED_NATIONAL_PARK 3

    CULTURVATE_CIVIC 20

    DISCOVER_CONTINENT 2

    DISTRICT_APPEAL_LEVEL_MINIMUM_X 3

    DOW_CASUS_BELLI 7

    EMPIRE_POPULATION 19

    FIND_NATURAL_WONDER 5

    FOUND_RELIGION 4

    HAVE_AN_ALLIANCE 5

    HAVE_BUILDING_MOUNTAIN 3

    HAVE_RESEARCH_AGREEMENT 6

    HAVE_WONDER_PAST_X_ERA 8

    HAVE_X_BUILDINGS 75

    HAVE_X_CITIES_FOLLOWING_YOUR_RELIGION 4

    HAVE_X_CORPS 5

    HAVE_X_DISTRICTS 42

    HAVE_X_GREAT_PEOPLE 8

    HAVE_X_IMPROVEMENTS 44

    HAVE_X_LAND_UNITS 7

    HAVE_X_POLICY_SLOTS 6

    HAVE_X_THEMED_BUILDINGS 2

    HAVE_X_UNIQUE_SPECIALTY_DISTRICTS 13

    HAVE_X_WONDERS 3

    IMPROVE_SPECIFIC_RESOURCE 43

    KILL_SPECIFIC_UNIT 6

    KILL_WITH 17

    MAINTAIN_X_TRADE_ROUTES 9

    MEET_CIV 6

    MEET_X_CITY_STATES 8

    NONE_LATE_GAME_CRITICAL_TECH 26

    NUM_BARBS_KILLED 12

    NUM_IMPROVED_TILES 10

    OWN_X_UNITS_OF_TYPE 43

    RECEIVE_DOW 4

    RESEARCH_TECH 15

    SETTLE_COAST 4

    TRAIN_UNIT 37
     
  2. ElCid0204

    ElCid0204 Chieftain

    Joined:
    Feb 12, 2007
    Messages:
    9
    @Infixo: I've created the first bunch of tech boosts. Which address shall I send them? Or just simply upload here?
     
  3. Infixo

    Infixo Chieftain

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  4. ElCid0204

    ElCid0204 Chieftain

    Joined:
    Feb 12, 2007
    Messages:
    9
    Here they are for techs in ancient era.
    There are 5 boosts for each tech, including the original one (white), those what you added already and I'm aware of (green) - there might be other boosts added by you - and finally the new ones (yellow). I've been trying to add such boosts what's harder to achieve, since IMO the original ones are so easy. Also tried to add more variety. I think for some you need to create new custom boosts code. (e.g. meet certain type of city states)
    Please check them and let me know your thoughts.
     

    Attached Files:

  5. qadams

    qadams Bohemian

    Joined:
    Jan 2, 2014
    Messages:
    458
    Location:
    Ruritania
    I love this mod, it's really great, except for one thing...

    Sometimes I'll notice that a boost for a tech or civic relies on that same tech or civic being finished. For example, in the game I'm playing, the Eureka for Astrology was "Build a Holy Site" — except I can't build a Holy Site unless I already have Astrology. Is it supposed to work that way?
     
  6. Infixo

    Infixo Chieftain

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    @qadams Possible boosts for Astrology are: create pantheon, find natural wonder, improve tobacco, improve wine and settle capital on 2 snow tiles. How did you get 'build holy site'?
     
  7. ggalindo001

    ggalindo001 Chieftain

    Joined:
    Jan 4, 2002
    Messages:
    194
    Is anyone able to use this mod post patch? I continue to get a problem where the civics tree will not come up. I did not have this problem pre-patch. I've tried just this mod by itself and with other mods and continue to have the same issue.

    I'm sure there is a small edit that I need to make to get it to work -- curious if anyone has run into this.
     
  8. vit_sin

    vit_sin Chieftain

    Joined:
    Nov 29, 2011
    Messages:
    50
    Location:
    Canada
    I am getting exact same issue after Fall 2017 Update.
    Infixo, is it possible to fix it ?
     
  9. ggalindo001

    ggalindo001 Chieftain

    Joined:
    Jan 4, 2002
    Messages:
    194
    I figured out a simple fix and a more complex fix.

    Simple Fix -- copy the file CivicsTree.lua from the main game files into the MOD directory under the UI folder. This will allow for the civics tree to come up -- but it will show what is needed for the eureka to be met (ie, not fully hidden).

    Complex Fix -- do the simple fix above, then edit the file in the following fashion:

    At approximately line 740ish -- after the grouping:

    local boostText:string;
    if live.IsBoosted then
    boostText = TXT_BOOSTED.." "..item.BoostText;
    node.BoostIcon:SetTexture( PIC_BOOST_ON );
    node.BoostMeter:SetHide( false );
    node.BoostedBack:SetHide( false );
    else

    insert the following:

    -- GGEDIT START
    -- boostText = TXT_TO_BOOST.." "..item.BoostText;
    if CanShowTrigger(item.Index, true) then boostText = TXT_TO_BOOST.." "..item.BoostText;
    else boostText = Locale.Lookup("LOC_REUR_QUOTE_"..math.random(22)); end
    -- GGEDIT END

    ahead of

    node.BoostedBack:SetHide( true );
    node.BoostIcon:SetTexture( PIC_BOOST_OFF );
    node.BoostMeter:SetHide( false );
    local boostAmount = (item.BoostAmount*.01) + (live.Progress/ live.Cost);
    node.BoostMeter:SetPercent( boostAmount );
    end

    ===================

    So, in full, this section should read:

    if live.IsBoosted then
    boostText = TXT_BOOSTED.." "..item.BoostText;
    node.BoostIcon:SetTexture( PIC_BOOST_ON );
    node.BoostMeter:SetHide( false );
    node.BoostedBack:SetHide( false );
    else
    -- GGEDIT START
    -- boostText = TXT_TO_BOOST.." "..item.BoostText;
    if CanShowTrigger(item.Index, true) then boostText = TXT_TO_BOOST.." "..item.BoostText;
    else boostText = Locale.Lookup("LOC_REUR_QUOTE_"..math.random(22)); end
    -- GGEDIT END
    node.BoostedBack:SetHide( true );
    node.BoostIcon:SetTexture( PIC_BOOST_OFF );
    node.BoostMeter:SetHide( false );
    local boostAmount = (item.BoostAmount*.01) + (live.Progress/ live.Cost);
    node.BoostMeter:SetPercent( boostAmount );
    end

    ===================

    This line was in the original Civicstree file that needed to be ported over to the new Civicstree updated file for the patch. Making this insert will result in the random messages being used in "hiding" the true eureka requirements.

    Hope this helps.
     
  10. Infixo

    Infixo Chieftain

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  11. Infixo

    Infixo Chieftain

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