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A potential fix would just simply be moving these items to military tradition / state work force
I can confirm that constructed forts correctly claim tiles around them.
I cannot confirm that AI spams building early forts. TBH I didn't see them build a single early fort.
It can also be made to work with 6T eras by simply removing Tech_Castles from the Tech Requirements.
Please come back TC! You've done a lot of good work here. Your mods need you 😢
StrategicForts: RemoveFortPlots()--------------------------
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1142306094\StrategicForts.lua:809: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1142306094\StrategicForts.lua:809: in function 'RemoveFortPlots'
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1142306094\StrategicForts.lua:157: in function 'OnImprovementRemovedFromMapTC'
[C]: in function 'func'
[C]: in function '(anonymous)'
For tiles with regular improvements, they were replaced with the fort again. For tiles with districts, the fort seemed to exist on the tile at the same time as the district.
This could possibly be an interaction with other mods so I'll let someone else report whether they're also seeing the same thing.
Also a secondary issue, the AI under certain circumstances seems to build an excessive amount of forts, to the point where one neighbor replaced the entirety of their tile improvements with nothing but forts. Not sure if this is related to this mod or just a general AI issue, but figured I'd mention it.
Forts don't unlock at Early Empire, they still unlock in the Renaissance with 6T, so the Expansionist can be built, but only pretty late into the game.
From the Database.log file;
ERROR: UNIQUE constraint failed: Improvement_ValidFeatures.ImprovementType, Improvement_ValidFeatures.FeatureType
From the Modding.log file;
UpdateDatabase - Loading StrategicForts_Data.sql
Warning: UpdateDatabase - Error Loading SQL
It's definitely coming from when I am trying to run this mod, but the weird thing is that I cannot see anything wrong in the mod's code that could be causing the error, and I absolutely cannot find any other mod or game file that I have tweaked that directly crosses over with this mod's particular code, so I am 100% certain that there is no conflict of any sort in play.
I want to try it out and maybe try tweaking things with this and other mods to prevent spam.
As I just said, it seems to have always been completely random if/when it happened, and even more so if the AI Civ was technically an aggressive or expansionist one like the Aztecs, Macedonians, or even the Germans for that matter.
It's been about 22 months since I last played, but from memory the AI declaring a Surprise War on you (or me, or any other human player for that matter) always appeared to be very random, and it never seemed to matter what level of friendliness you had with them, they always seemed to do it under the most irrational of diplomatic circumstances.
I'd wager that you've just had the same issue of it being completely unpredictable as many, many other players, including myself, have since late 2016 when Civ VI first launched. None of the official updates seemed to ever have fixed it either.
In short, this mod is no more likely to be the source of this issue than the binary code of the original base game itself.
your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Also it was updated 22 March, 2020 too.