I'm afraid I don't really understand how it works... I changed the XML file putting "1" on farmers residence. Aren't farmers residences supposed to give me 1 influence each? Or did I misunderstand it? I also wanted to point out that I installed this mid-save. Thank you for any help. (:
When you say "mid-save", was the game running ? When adding new mods or editing mods, you have to close the game and open it up again to load the mods.
You can use the mod on an existing savefile tho.
I just tested with with InfluenceAmount 10 for Farmer's Residence and it works as intended
I meant on an existing save. The thing is: my houses too show 1 influence in that box, but when I build new ones, they don't give me any influence! Of course I closed the game before installing the mod. I even tried putting 10 as you did, but nothing: my influence was 299 when it was set to 1 and stayed 299 when I set it to 10...
It seems to work now: every house gives me 1 influence. What I did was putting the following code for every entry, except the Investor's Skyline Tower: https://imgur.com/a/6hQfKXT
Good mod. I love it. Can you also make a mod where you gain 2x influence from reaching the next profile level, Based on the "Plenty" (easy) difficulty level?
Great mod. However there is issue with the mod when combining wit Palace buffs Science Fair i think its called. The one that gives 1 influence to engineer residence. When upgrading from engineer to investors you actually lose influence instead of gaining some. Example: I had 0 influence upgraded 6 engineers residences to investor and lost 18 influence. Went from 0 to -18 influence. Update: little tweak to investors influence fixes the problem.
Thanks for the feedback. After further research and testing on my end I concluded that I was adding the wrong amount of influence per Engineer residence (that is, the difficulty base amount on influence, so "Plenty" gives +3 and my mod gives +1, so +4 total per Engineer residence).
I scaled it down to a flat +1 (that is, I removed the difficulty base amount).
With the Science Fair Act, Engineer Residences should now give +2 and Investor Residences +6 if on Plenty, +4 on Medium and +2 on Spare.
I don't consider this a bug rather than a tricky game mechanic to mod as you cannot edit the Difficulty on a Savegame.
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When adding new mods or editing mods, you have to close the game and open it up again to load the mods.
You can use the mod on an existing savefile tho.
I just tested with with InfluenceAmount 10 for Farmer's Residence and it works as intended
See: https://imgur.com/a/tx5O9oG
https://imgur.com/a/6hQfKXT
Thank you bro, this works!
However there is issue with the mod when combining wit Palace buffs Science Fair i think its called. The one that gives 1 influence to engineer residence.
When upgrading from engineer to investors you actually lose influence instead of gaining some.
Example: I had 0 influence upgraded 6 engineers residences to investor and lost 18 influence. Went from 0 to -18 influence.
Update:
little tweak to investors influence fixes the problem.
Thanks for the feedback. After further research and testing on my end I concluded that I was adding the wrong amount of influence per Engineer residence (that is, the difficulty base amount on influence, so "Plenty" gives +3 and my mod gives +1, so +4 total per Engineer residence).
I scaled it down to a flat +1 (that is, I removed the difficulty base amount).
With the Science Fair Act, Engineer Residences should now give +2 and Investor Residences +6 if on Plenty, +4 on Medium and +2 on Spare.
I don't consider this a bug rather than a tricky game mechanic to mod as you cannot edit the Difficulty on a Savegame.
And as for the mechanic of the game i know first hand how frustrating it can get.