Recent content by dbergan

  1. dbergan

    Quick Modding Questions Thread

    Hi friends! Does anyone know of a way to reduce the yields from plunder/pillaging? Like, say, cut them in half? I can double them. I can disable the operation. But is there a way to cut them in half? Kind regards, DB
  2. dbergan

    Quick Modding Questions Thread

    Glad to help! I tried that once and found that even 1 locally-global variable is a problem. It's not just a matter of making my own version of the variable, the problem is that it gets set in some other function before the function I'm tweaking. And it potentially gets used in another function...
  3. dbergan

    Quick Modding Questions Thread

    Hi Zegangani! I guess I don't think they're that intimidating... but maybe that's all my years of web programming speaking. I've got ReligionScreen.xml open right now and yeah, the top two lines look pretty obtuse (just ignore those), but after that they're fairly self-explanatory. <Container>...
  4. dbergan

    Quick Modding Questions Thread

    Hi Zegangani! Sorry I was unclear. I was actually referring to the xml context file (GreatPeoplePopup.xml) and not the xml database file (GreatPeople.xml). The context file, like its related lua file (GreatPeoplePopup.lua), is specific to the UI of the screen. Of those two files, I believe it's...
  5. dbergan

    Quick Modding Questions Thread

    Hi Lee! Yes, that's exactly my understanding. If I replace a Firaxis content xml file, my version has to have all the elements of the file I'm replacing... I can't just overwrite one element. However, when Firaxis breaks out just one element (e.g. TechTreeNode) I can overwrite just that one...
  6. dbergan

    Quick Modding Questions Thread

    Hi Lee! Thanks for the quick response! Context xml files can use includes, right? I'm replying from my phone here, but my recollection is that TechTree.xml includes something like TechTreeNode.xml. And because of that, I can change TechTreeNode without touching the TechTree. I think what...
  7. dbergan

    Quick Modding Questions Thread

    Thanks Gedemon! I appreciate the quick response. One other thought here is that I could try to approach this from the xml side. That is, take the xml element I want hidden and set its visibility to false or offset it off the screen. Is there a way to alter just one element in...
  8. dbergan

    Quick Modding Questions Thread

    Hi friends! Here's a LuaReplace situation that's been bugging me, and hopefully someone else has figured out a better solution. The purpose of this mod is to show only the Great People progress for my civilization and hide the progress for everyone else. I've isolated the exact code changes...
  9. dbergan

    HOWTO: Use Game Setup Options in your mod

    One of the biggest aha moments I've had in my civ 6 modding was learning how to use the Game Setup Options to turn on/off features. For example, my first flagship civ 6 mod is a religion overhaul called Soli Deo Gloria. The gist of SDG is that your religion gets beliefs from Great Prophets (not...
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    Mods

  11. dbergan

    Quick Modding Questions Thread

    Thanks so much all of you! Configure Diplomatic Victory Points does it exactly as Gedemon suggested: it has a separate sql file for each VP choice (20.sql, 21.sql, etc.). I can do the same for my options. It's not what I was expecting, but it will work. Glad I asked because I don't think I...
  12. dbergan

    Quick Modding Questions Thread

    Hi guys! How can I access the game setup options from my gameplay SQL? Specifically, I added a boolean checkbox option to the game setup screen here: INSERT INTO Parameters (ParameterId, Name, Description, Domain, DefaultValue, ConfigurationGroup, ConfigurationId, GroupId, Visible, ReadOnly...
  13. dbergan

    The case for a specialist economy in civ 6 (math)

    Thanks Myomoto for the idea! I implemented my yield tweak ideas here as a result of this discussion: https://steamcommunity.com/sharedfiles/filedetails/?id=2373942815 Kind regards, DB
  14. dbergan

    The case for a specialist economy in civ 6 (math)

    Hi Myomoto! I tested my code before posting. It works on my machine. With 3 campus specialists, I was making an extra 30 Great Scientist points per turn, and when I put those citizens in the field, it fell back to normal rates. Kind regards, DB
  15. dbergan

    The case for a specialist economy in civ 6 (math)

    Hi Myomoto! What part isn't possible? I found this table in the database, and it seems to work just fine for specialist great-person-points. SELECT DistrictType, GreatPersonClassType, PointsPerTurn FROM District_CitizenGreatPersonPoints ; INSERT INTO District_CitizenGreatPersonPoints...
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