Red the whole topic through to get answers and found some. Except one that other players have also apparently noticed. Fast Research. It affects all AIs too. So is there way to work pass it or is there an update to trainer coming up? I wasnt able to find answer to that yet.
Otherwise, this rocks and Im thankful for this trainer as always 🙂
I found on my last game that if I only turned the fast research on to select the research options and set them to 1 turn and turned the research option off before I made my turn that the AI did not get the bonus. Same with fast build and civics.
Red the whole topic through to get answers and found some. Except one that other players have also apparently noticed. Fast Research. It affects all AIs too. So is there way to work pass it or is there an update to trainer coming up? I wasnt able to find answer to that yet.
Otherwise, this rocks and Im thankful for this trainer as always 🙂
yeah, so the trainer writes to ONE ADDRESS while the option is on. TURN IT OFF before you end turn. Otherwise the AI gets what you get by design of the game.
best,
Cal
My guess is that many options work by capturing the active player, and apparently the game works in such a way that it makes an AI player an active player while running its turn. So if the options are activated while the AI plays a turn, the trainer isn't able to discern that it's a non-human player and works for the AI just as well. I don't think it's possible to write around that, so we'll just have to remember to turn the options off before ending the turn.
Hypothetically, is it possible to capture the event relating to a user clicking End Turn and auto-disabling the options then?
BINGO. and this has been how our trainer works since inception.
best,
Cal
Didn't work on DX12 and didn't work on DX11 for me. DX12, says it can't find game. DX11 gave me errors:
15:15:38: Trainer is up to date.
15:22:12: Successfully attached to CivilizationVI
15:22:12: Symbolhandler: Enumerating symbols...
15:22:13: Symbolhandler: Finished! Time enumerating symbols: 442ms
15:22:13: Capture Unit Base Address, Script error in line 6: The module name 'GameCore_XP2_FinalRelease.dll' does not exist!
15:22:18: Successfully attached to CivilizationVI
15:22:18: Symbolhandler: Enumerating symbols...
15:22:18: Symbolhandler: Finished! Time enumerating symbols: 397ms
15:22:18: Capture Unit Base Address, Script error in line 6: The module name 'GameCore_XP2_FinalRelease.dll' does not exist!
15:22:28: Successfully attached to CivilizationVI
15:22:28: Symbolhandler: Enumerating symbols...
15:22:28: Symbolhandler: Finished! Time enumerating symbols: 374ms
15:22:28: Capture Unit Base Address, Script error in line 6: The module name 'GameCore_XP2_FinalRelease.dll' does not exist!
20:33:49: Trainer is up to date.
20:35:14: Successfully attached to CivilizationVI
20:35:14: Symbolhandler: Enumerating symbols...
20:35:15: Symbolhandler: Finished! Time enumerating symbols: 322ms
20:35:15: Capture Unit Base Address, Script error in line 6: The module name 'GameCore_XP2_FinalRelease.dll' does not exist!
20:36:49: Successfully attached to CivilizationVI
20:36:49: Symbolhandler: Enumerating symbols...
20:36:50: Symbolhandler: Finished! Time enumerating symbols: 296ms
20:36:50: Capture Unit Base Address, Script error in line 6: The module name 'GameCore_XP2_FinalRelease.dll' does not exist!
20:36:55: Successfully attached to CivilizationVI
20:36:55: Symbolhandler: Enumerating symbols...
20:36:55: Symbolhandler: Finished! Time enumerating symbols: 292ms
20:36:55: Capture Unit Base Address, Script error in line 6: The module name 'GameCore_XP2_FinalRelease.dll' does not exist!
20:40:04: Successfully attached to CivilizationVI
20:40:04: Symbolhandler: Enumerating symbols...
20:40:04: Symbolhandler: Finished! Time enumerating symbols: 291ms
20:40:04: Capture Unit Base Address, Script error in line 6: The module name 'GameCore_XP2_FinalRelease.dll' does not exist!
I am also getting this error in DX11.