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Really Advanced Setup Lite 2017-02-15

I started poking around on this. Best I could track down is that the database tables changed with Rise & Fall. I tried poking around but my Lua is terrible and I don't have enough free time to brush up on it.

For someone who knows what they are doing it would probably be an easy fix, though.
 
I currently have a stable version that I've been working on that works fine with RaF. I have not yet had opportunity to see if I need to adjust any of the code for Gathering Storm.
 
I just checked and it isn't giving the option to load.
1rxQ3G0.jpg

Looks like they require the modder to update the config somehow. I looked in the modinfo file to see if there was any kind of 'compatible version' setting but didn't see one. The mod id in the file does match the guid listed in the game.


**Edit**
I just noticed at the bottom of the screen I cropped there's a checkbox to ignore warnings and enable the mod. I did that and started a new game and it seemed to work correctly. However I had messed around in my file to get it to work with RaF, so not sure if that contributed here.

LeeS, I'd be interested to see your stable version for RaF and if it matches the changes I made. Is it the latest posted here?
 
Last edited:
Here is the updated and stable version for Vanila, Rise and Fall, and Gathering Storm.

I have just checked with each of the three expansions and the mod appears to work correctly for all three.
 

Attachments

LeeS updated Really Advanced Setup Lite with a new update entry:

Rise and Fall and Gathering Storm Compatibility

The mod has been updated for Rise and Fall and Gathering Storm compatibility. Note that along with some other changes made for compatibility to other mods, the effects are not granted until you found your first city. The tech and civic pop-ups are usually delayed until you click on something directly after you found your first city.

Since I never seem to be able to get the CFC resource system to take an update properly please just use the Dropbox link provided here...

Read the rest of this update entry...
 
This is awesome, gonna use it to buff AI mid game to stop me steamrolling.

BTW not read all replies, so maybe it's already been answered, but the upper limit for faith and gold is 999,999 (in 1 go, you can get more, but in a single go you can only give yourself that amount)
 
Will I run into any problems giving tech boosts down the line ? Typically speaking, around Renaissance I pull way ahead, as the AI never uses eurekas it seems, so I wanted to give the AI 25% of each tech for mid game, will this be OK to do from the start ? Also I know it's nowt to do with your script, but I don't suppose you know if the AI is likely to spaz out because of it ?
 
The AI should not "spaz out" I would not think.

The code only runs at the start of a game and in the current version only after a given player (non-City-State, Non-Free-City, Non-Barbarian) founds their 1st city.

Using boosts from this mod to later-era techs should not really be an issue. The boost coming from this mod would just not seem to have an effect until the player got to the point where they were able to research the tech or civic. It would be the same as when you earn a boost for a tech that is far in advance of where you currently are on the two "research" trees (from a Great Person, for example): the boost is recorded and entered into the game, but you really can't take much advantage of the boost until you get to the point where you can select the tech or civic as your next "research" choice. Should not bother the AI I would not think to have certain techs or civics already boosted for them.
 
This is awesome, gonna use it to buff AI mid game to stop me steamrolling.

BTW not read all replies, so maybe it's already been answered, but the upper limit for faith and gold is 999,999 (in 1 go, you can get more, but in a single go you can only give yourself that amount)
One of the top posts in the thread mentions not giving yourself crazy amounts of gold or faith in one go. I just keep forgetting to add a limit into the code so even if people do so the code only will add a certain top limit amount.
 
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