Thanks Enchanteur for the quick fix. I would also include for that UI fix, that unsubscribe and subscribing worked after your update. I let it update (both mods for future reference) and then tried to use them. Same UI problem. Did the un/re subscribe and it worked fine (I realized now that in my first post I should have told you I also did the un/re subscribe before the update.)
Anyway, thanks for the quick reply and thank you for making this mod. Cheers.
Thanks Enchanteur for the quick fix. I would also include for that UI fix, that unsubscribe and subscribing worked after your update. I let it update (both mods for future reference) and then tried to use them. Same UI problem. Did the un/re subscribe and it worked fine (I realized now that in my first post I should have told you I also did the un/re subscribe before the update.)
Anyway, thanks for the quick reply and thank you for making this mod. Cheers.
Woo, thank you. I edited the webpage to indicate this!
We indeed have a known issue about Mods that could break the UI and it should be cause by an high amount of text present in some fileds in the Mod Tool.
As a workaround you can modify the text in the Configuration tab only (so your whole Mod description will be kept in the Export tab in mod.io):
- Remove the text in Description and Release Notes fields (or make it very short like a sentence)
- Make sure the text is also short in the Author and Homepage fields.
Again make sure to keep everything as it is in the Export tab in Summary and Description fields as those ones will be correctly displayed in mod.io.
Don't hesitate to contact me if you have any question if I haven't been clear enough!
Hello could you post a guide about known bugs for mods tools idk if this already exist but had this idea
I hope you enjoy it. I have to create a new game for myself.
As you know, for now, mods can't change version for an existing game.
It make it more difficult to test. At any slight change, I have to redo. So my previous game is lost.
Here I play normal speed instead of slow, because I need to know how the mod react in the most used speed.
I don't use industry civ again and go for Nubians (which force me to build a few makers quarters, still) , then if I can probably Celts or another money culture.
As you maybe know, I play slowly and check everything. I need to know how the mod is balanced.
What can seem unbalanced on first look maybe not.
But what a pleasure, woo. Play the "buy", buy with money or pop, it's so amazingly fun.
As I know well the mechanics, I look how many quarters I have, and If it get me to go under 100% prod because the pop/quarter mecha, I don't use buy with pop... Except in some urgent situations. Hey hey. I get a new city on the front (taken from hostile independant). This city is so bad, bad prod, no pop. But... I can buy !!! So I choose my strategy and buy mostly here. Buy 1 makers quarter. two turn after, because my main city provide me already a lot of money, I buy another one.
Well... you can say you don't like my mod... but me... I love it !!! It work like I was dreaming and don't dare to think it could be true before starting to mod or even installing the mod-tool.
I hope Amplitude will help with the mod tools, so we can continue a game from the previous version or have more in-game data (like a kind of dev mode).
Then I will have to check if all is ok on the long run, the late game, the balance, etc... And improve it with the help of subscribers liking this style of gameplay. It's maybe what Humankind should be, or not so far. I'm sure there will be balancing issues after the era 4. But I still don't know what yet. I have some ideas of drawback or development nerfs in the pocket. Not sure if I want or can dev them. Will see that later.
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