LeeS' Civilization 6 Modding Guide
I've decided to finally "come out" as it were with the major project I've been working on for some months. The document is available as a pdf from dropbox here:
LeeS' Civilization 6 Modding Guide (441 page / 12,730KB pdf file)
You will want to save the pdf...
Please note that this utility only works correctly for Vanilla, and only to a limited degree. It is currently under re-work and reconstruction. I cannot at this time predict when this revision and recreation will be completed
LeeS' Dummy Buildings Utilities
The Utilities provided herein...
LeeS' Buildings Are Fun
CFC Resource | Steam Download(none yet)
Summer 2017 Patch:
Requirements To Use This Mod:
This mod now requires that you also download and have enabled a prerequisite mod found here in the CFC Resources system:
CFC Resource Download LeeS' Dummy Buildings Systems
This...
I discovered how to hide an item from the civilopedia in a way that does not conflict with other mods. IE, does not need each mod to meld their changes into other mod's versions of the civilopedia file(s).
Here is the dreadfully complicated code required to hide several buildngs from the...
This Mod is compatible with the Rise and Fall Expansion and the Gathering Storm Expansion
Direct Downloading
Since I cannot seem to get the CFC Resource System to take an actual update of the file, just download from here: Dropbox ReallyAdvancedSetupLite.zip
See Post #2 for more info, but...
Buildings Require Local Resources Utility
(see zipped attachment to opening post)
this utility is now superceeded by this far more capable one: LeeS' Dummy Buildings Utilities
If you are looking to add this to your mod you should use the newer better system instead of this one.
For those...
Has anyone figured out how to create a generic (or any other type) of notification from an lua gameplay script.
I've been looking through all the game's lua files for the notification panel & etc., but so far all I've seen is handler code for notifications that have already been created by the...
Dummy Buildings in Civ6
Dummy Buildings are alive and well in Civ6, and while their use will probably be less widespread than it was in Civ5, some effects that cannot currently be done via the Modifiers system with its Requirements Sets and & etc. wil be accomplishable with dummy buildings...
After running some tests and playing around with various methods, the following appears to be true:
[fixed by Winter 2016 patch]Lua scripts that are activated in the modinfo file as "GameplayScripts" only load into the game when a new game is started. When a reload of a saved game is conducted...
City Nearby Map Datas
City Nearby Map Datas Utility CFC Download
Important:
The discussion on use of this utility does not assume you are expert in manipulating complexly-structured lua tables, but it does assume you are familiar with basic table-scanning methods of using "pairs()" and...
Note that the game does not equate this:<PrereqTech>null</PrereqTech>or this:<PrereqTech>NONE</PrereqTech>or this:<PrereqTech>none</PrereqTech>in XML files as being equivalent to this<PrereqTech>NULL</PrereqTech>In all cases where a technology prerequisite is not stated as NULL the game attempts...
Does anyone know if SteamWorkshopDownloader.com went defunct or got 'Desisted'? All I get lately is a "Can't Display Webpage" screen.
Be too bad if it had to shut down. Made grabbing a mod from the workshop far easier especially given the cantankerousness of getting mods to download from the...
In a chat with isnorden re her Thermae and Baths of Trajan mod, the subject came up of the various different versions of Rome that mod-makers have created and published. I suggested (and volunteered to work out the code for) making all these different versions of Rome be able to use her unique...
Linking City Buildings to Improvements Near Cities: A Handler
Introduction (Goals, etc):
You can skip to Downloading and Adding the Handler to Your Mod if you want to. But before asking questions about why the Handler is not doing 'X' or 'Y', you need to examine this section of the thread...
Wildlife (Reborn)
by LeeS and Azurial/Xarsus
(Inspired by the original Wildlife mod created by Androrc the Orc )
Steam Workshop [civ5] Wildlife (Reborn) CivFanatics Download
Expansion and Game-Version Compatibility:
The mod should run for any of the three expansion levels of...
No More Tech Tree Beelining
CivFanatics Download | Steam Download
What the Mod Does:
Requires all major players to research the technology tree in a 'grouped' approach instead of beelining along the top or the bottom of the tree and ignoring techs in the other half of the tree.
With...
I'm using this bit of code to replace the city's current (top of the qeue) production item with new item that ought to take the place of the current item.
for pCity in pPlayer:Cities() do
if (pCity:GetProductionBuilding() ~= -1) and...
I've been working on an lua script that essentially disables tech-tree beelining.
As set up a player has to have completed all the techs from Grid X Column "2" before researching any from Grid X Column "4" (etc). The code is as follows
I am using this methodif (row.GridX <...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.