Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
How do I make builder cost NOT increase?
When a mod is marked that it "Affects Saved Games" (ASG) then to see the mod in a game, you must create the game with the mod enabled. If you enable an ASG mod to a game-in-progress, you will not see it. This is how all gameplay-changing mods should be. I started a play-by-email (PBEM) game with my family 4 months ago with no mods enabled. Since then, I added a few dozen mods to my game (including "Plot's Roads"). When I start a new game, I expect to have Plot's Roads. When I load my turn in the PBEM game, I expect Plot's Roads to be disabled. Since his mod is not ASG it was being enabled to the PBEM game just like a purely cosmetic mod (e.g. CQUI, Better Report Screen, etc.).
The code was literally copy-pasted from Plotinus with the adjustments made that I wrote about. 98% of the time it took me to make this mod was writing an apt description. If the SQL tickles your kilt... it is Plot's SQL. :)
Kind regards,
DB
All in all, I like it! Gonna test it this very minute.
Is the coding simplified, tidier, easier to update when the time comes? That kinda stuff always blows my kilt up!