无尽帝国

无尽帝国

Unstacked
56 条留言
quadin1886 2023 年 9 月 10 日 上午 4:45 
does the ai use this too =)? by the way nice mod
Hazardous 2019 年 1 月 28 日 下午 3:29 
does this make my cities spread out more? I like the look of cities expanding
wanderinghobo49 2018 年 8 月 9 日 下午 2:23 
anyone know if this mod can work on multiplayer?
Mors 2018 年 5 月 14 日 下午 3:17 
You have an error in one of the localization files: the empire mint is missing an entry, resulting in the buff for the mint district to be called %DistrictImprovementMintTitle

Minor complaint, but I can only fix it for myself locally and if it bugs anyone else they have to DIY.
The_Hoff779 2018 年 1 月 8 日 下午 7:29 
I'm not seeing the yeilds (dust/food) displayed on the district tiles built via the Mint and the Seed Storage - they're still in effect as far as numbers go. Has anyone else had this bug?
Ashnal 2017 年 8 月 26 日 上午 9:13 
After playing with this it seems a little too powerful. The ability to level the districts, combined with the extra city tiles gained tends to speed the early game along, and thus speed the rest of the game up. I've also noticed that the AI doesn't build these anymore, which gimps it quite a bit.
The Numi 2017 年 7 月 10 日 下午 4:04 
While I wouldn't say no to more districts for city improvements, I still feel that keeping the same stats as non-district city improvements, and above through leveling, tilts the balance of the tech alittle too much since it also gives the stats from the additional tiles as well, which makes getting the city improvement districts a no-brainer and AI who skips on them fall behind by quite a lot.

Anyway, sad to hear you're not continuing the mod, best of luck with any future projects you may be up to! C:
Elchardus 2017 年 7 月 10 日 下午 1:11 
AMEN
Mylon  [作者] 2017 年 7 月 10 日 上午 8:16 
@The Numi I'd rather go in the opposite direction and turn more city improvements into districts. But honestly I've moved on to other projects right now. Maybe I'll be able to publish my own standalone game in the near future instead of little mods here and there.
The Numi 2017 年 7 月 9 日 下午 5:28 
I also forgot to say, the leveling isn't necessarily the issue, but one that would be easier to fix to balance them. The main issue is that since they are districts, they give the benefit of the extra tiles, which ends up adding up a great amount, especially with new cities.
The Numi 2017 年 7 月 9 日 下午 5:20 
I feel to compensate for the ability to level these up, they should have decreased starter stat (+10, +5, etc) so that at level 1 they're worse than without the mod, but at level 2 they're slightly better but not overly so. An example might be +7 or +8 food for Seed Storage, and at level 2 it's +14/+16, above +10 but not ridiculously so that you may require to plan ahead a bit more and maybe not always research them.
The Numi 2017 年 7 月 9 日 下午 5:20 
I love this mod, been using it a fair bit. Unfortunately after several playthroughs, I feel turning these improvements into districts, while keeping the same stats that can be leveled, is bit too powerful. While the AI builds them, they tend to not build all of them, since they don't know they can be upgraded and focuses on what they need, while I've found grabbing all no matter what is way better than not.

As such, every game I always research all of these, despite not needing the extra, and it always benefits me far more than researching anything else and it becomes a huge benefit when expanding your empire.
Mylon  [作者] 2017 年 4 月 2 日 下午 5:23 
@Enchanteur: It's possible to include mod files that only modify a portion of the game, like how this one works. If you can share your info on how to modify the description that would be great, as I tried multiple times to do that on my own and never had any success and I would love to include it as a base part of the mod.
Enchanteur 2017 年 4 月 2 日 上午 11:33 
Iam actualy doing some districts improvements. My problem is when I mouse over on the tile, there is no tooltip saying the name of my district. After some researchs, it look it need to add propertys in class city. So I will not do this because this is a main class of the game and it's regularly updated by official releases. Or if there is a way to use class city from another class without editing vanilla class it could be nice, but I find no way to do that. At least, if there is a Fids district bonus on the tile, it's said in the list of bonus. So i will give a minimal fids bonus to all my new districts, so there is still a way for player to see it, even it's not a very nice means.
ale93 2017 年 3 月 5 日 下午 7:24 
I love this mod. I actually wish this went a little farther and had some of the later game higher tech era buildings also become districts some of them. It'd be especially cool if someone made graphics for the buildings so they actually look distinct from regular "borough streets" districts. not demanding anything just brainstorming ideas. thanks for this mod, is great.
Bunions 2017 年 1 月 9 日 下午 2:42 
Does the AI make good use of these changes?
Shablumanafu 2017 年 1 月 4 日 下午 1:16 
I love this mod. Thank you
Elchardus 2016 年 10 月 27 日 下午 7:46 
no problem mate
E for Edgy 2016 年 10 月 27 日 下午 6:39 
@Elchardus Thanks!
Elchardus 2016 年 10 月 27 日 上午 10:54 
@Reset My MRR PLS; yes
E for Edgy 2016 年 10 月 27 日 上午 10:03 
Does this mod work with the new tempests dlc?
SpaceRice 2016 年 10 月 21 日 下午 5:29 
NullReferenceException: Object reference not set to an instance of an object
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DistrictWorldCursorTarget.AddMouseCursorKeyForDistrictHighlight (.CursorTarget cursorTarget, .District district)
DistrictWorldCursorTarget.OnHighlightChanged (Boolean previouslyHighlighted, Boolean highlighted)
Amplitude.Unity.View.CursorManager.Update ()
CursorManager.Update ()

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V1.5.1 S3 (64-bit)
had this error when I took a city with your mod
SpaceRice 2016 年 10 月 19 日 下午 1:50 
Does this work in multiplayer?
Mylon  [作者] 2016 年 10 月 17 日 上午 8:59 
I updated Increased District Levels to be compatible with the latest version. Unlike my Unstacked Mod, there seems no easy way to modify only the value needed so it has to be manually updated if a big patch comes out.
Elchardus 2016 年 10 月 17 日 上午 8:24 
I'd be nice if you could :D those two were a match made in heaven.
fb.aazzoggerr 2016 年 10 月 17 日 上午 6:41 
@Mylon
Indeed it is great mod pair. Could you recreate it (I mean district lvl mod)?
Mylon  [作者] 2016 年 10 月 17 日 上午 6:38 
@Elchardus, I love that mod too and I think that one plus mine make a perfect pair. Strange that it went missing. It's not exactly complicated and I could repubish it.
Valar Morghulis 2016 年 10 月 17 日 上午 5:29 
great mod
Elchardus 2016 年 10 月 17 日 上午 2:55 
GUYS, I know it's got nothing to do with this mod but I was wondering if anyone knows what happened to the 'increased district level' mod? It was as awesome as this one.
fb.aazzoggerr 2016 年 10 月 17 日 上午 12:57 
Awesome mod :)
Elchardus 2016 年 10 月 15 日 下午 4:45 
Niiice :D hero
Mylon  [作者] 2016 年 10 月 15 日 上午 11:47 
Yes, this is still compatible with Tempest.
Elchardus 2016 年 10 月 15 日 上午 9:36 
Yoo guys, does the mod still work after Tempest?
nmly 2016 年 10 月 15 日 上午 6:47 
is there a chance to translate this to spanish? i think i could do it (add me as friend if you want)
N0Br41nZ 2016 年 10 月 15 日 上午 3:39 
Consider having these districts level up, and having a certain district requirement before upgrading the building (or just changing the upgrade to follow the district tier.
xNBKx_Demonic 2016 年 10 月 9 日 上午 10:02 
i tend to agree with whats been overly stated , your description leaves a lot to be desired. no idea whats this is if its for endless legend or for mario cart. give a FAQ of some kind jesus.
Mylon  [作者] 2016 年 9 月 13 日 上午 8:49 
Yes, AI uses these districts normally and tries to level them up.
p449312 2016 年 9 月 12 日 上午 10:27 
Dose that also aply to ai?
Mylon  [作者] 2016 年 9 月 9 日 下午 5:13 
The list includes 5 of the T1-T2 buildings. Seed Storage, Foundry Mill, Mint, Bazaar, and Library. It's mostly a proof of concept to emphasize one of the strengths of this game (A strength used by Civilization 6) and help take better advantage of the huge region sizes of the default game.
Therax 2016 年 9 月 9 日 上午 8:08 
Would be nice if there was a list of all of the buildings get turned into districts.
Elchardus 2016 年 9 月 8 日 下午 1:49 
@Spiked-Wall Man :D It turns a couple of buildings (the primary stuff like foundry mill) into districts, with an increased bonus per district level added (in foundry mill's case, more industry % per district level).
Döktor Jönes 2016 年 9 月 7 日 下午 5:09 
Your description sucks:steamfacepalm:
Matheredor 2016 年 7 月 26 日 下午 3:59 
@Mylon I frankly have no idea which district I placed there, but it does seem to have been resolved, perhaps it was a bad load, or I simply messed up, but upon loading up the game just now, it worked perfectly.
Mylon  [作者] 2016 年 7 月 26 日 下午 2:31 
@Mathreredor: Which districts aren't working? I forsaw that problem and made sure each one had the "can extract resources" tag.
Elchardus 2016 年 7 月 25 日 上午 11:04 
@Matheredor; good point mate
Matheredor 2016 年 7 月 25 日 上午 9:14 
Any plans for the new districts to function as extractors? An issue I've experienced is newer resources popping up under one of the districts and being unable to utilize 'em.
Mylon  [作者] 2016 年 7 月 18 日 上午 5:57 
@InfectedWaffle, I don't have models to insert into the game and I also don't know how to set up the code to add them. It's not entirely obvious how to change the mouseover tooltip, like how the wonders are displayed or I would at least put that in.
Infectedwaffle 2016 年 7 月 17 日 下午 5:39 
@Mylon is it because of the unique instancing that the game has when it is run? I ran into a similar problem when I tried to extract models from the game.
Mylon  [作者] 2016 年 7 月 13 日 上午 6:06 
They look like default districts. New models are a bit trickier to add.
HappyHead 2016 年 7 月 12 日 下午 2:41 
do the new districts have distinct looks to them? or do they all use the faction's default district skin?