Recent content by cryptc

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    Is it possible to mod altering received yields?

    What I wonder is if you can instead of adjusting yields or increasing science/culture costs if you could prevent getting the yields. For instance have only 1 turn out of 10 give actual science/culture increase for research. What I would want to achieve is longer lasting eras to prevent the...
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    Slower Tech by Era

    If it's anything like modding it in Cv5, the easiest is to slow down what you want slow on a faster gamespeed. I used Standard gamespeed with really slow tech advancement in Civ5 for instance, to have units still be fast to build, to encourage more warfare in each period instead of upgrade...
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    Obsolete Units

    Is there any way to turn off units becoming obsolete completely with modding? It's mainly irritating for me since I don't plan to abuse it, but sometimes it can be nice to be able to build some of the older units, especially with some of the examples noted here.
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    Slower Tech by Era

    Awesome, just the sort of tech mod I was looking for, will give it a try as soon as I figure out how much I want to slow tech in the base game... probably I'll just slow it exponentially... x1 x2 x4 x16 x256 and so on... Edit: it's interesting that it sounds from this thread like Civ6 doesn't...
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    Pacing issues - does tech accelerate for others?

    What I did in Civ5 was make a mod that exponentially slowed research over time, making it slow down more and more, also making it more viable to fall behind a bit on tech, making for interesting games that didn't reach modern era (I prefer older era's). Civ6 doesn't seem quite as bad to me as...
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    Autoselect next unit

    awesome thanks so much :D
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    Autoselect next unit

    Anyone found a way to turn off autoselect next unit? I've had to reload autosave like 5 times so far since I'm too quick, select another unit, then the autoselect fires and I move some other unit completely wrong. Tried turning on quick movement to better it, but there's still a long enough...
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    TotalBiscuit thinks the AI is good. and i'm now willing to believe it...

    I think a large part of the problem is that the AI generally only does decisions based on current situation, while being poor at planning for the future, but that's also a solvable problem. Take the case of an AI declaring war and not having the troops to effectively wage it. That's an error of...
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    My Changes mod - add your own XML/SQL/LUA/UI

    Must been me that at some point started checking the wrong database then... anyways, it appears my mod was working afterall, I just had forgotten some of the details so it seemed off to me when I started it up for first time in months, and checking the wrong database made gave me flawed evidence...
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    My Changes mod - add your own XML/SQL/LUA/UI

    Well yeah, but this must be a relatively new change right? since when I made my mod in vanilla civ5 I am pretty sure I never was opening that debug database to check the changes applied, although I can't remember checking the database manually when I updated to G&K, so might been already changed...
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    My Changes mod - add your own XML/SQL/LUA/UI

    ok, my confusion is complete hehe... the debug database does indeed have the lines added, but the debug database isn't what is read for the mods usage is it? so if I were to add the rest of my sql stuff to this same mod, having it update debug database only won't help will it?
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    My Changes mod - add your own XML/SQL/LUA/UI

    *points to the top of this thread* I couldn't get this one to work even, that's why I asked here, figured if not the simplest of all mods will work, it's a good place to start... Specifically, the sql part "INSERT INTO Defines(Name, Value) VALUES ('_MY_CHANGES_SQL', '1');" doesn't seem to...
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    My Changes mod - add your own XML/SQL/LUA/UI

    I was having problem with getting my own mod to work (it used to work back when G&K was new), and now I seem to have an issue with SQL being run at all... I tried this simple mod, and it showed up in the lua log, so I know it loads, but it didn't manage to add anything to defines table like...
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    Great Person Abilities

    Nevermind, tested BaseBeakersTurnsToCount=0 and it did what I was trying to do (disabling their teching ability), am still curious exactly what it does though, might be I don't have to disable it in my mod anymore if it doesn't auto-invent a tech anymore
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    Great Person Abilities

    Could it be BaseBeakersTurnsToCount ? if so, what exactly does it mean by that?
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