I'm trying to import the Guildhall building from the Black Death scenario as an alternative to the Bank. Everything is working fine except for the art. Nothing appears on the Commercial Hub when the building is being built or when its complete. I *thought* my ArtDefs were good but that is...
Merci, this is an awesome mod. Do you know if it is possible to add this to the end game victory/defeat screen as a button? Would be a fitting location for it.
I saw the thread there. It's somewhat related but no real mention of overwriting existing artdef entries. Example here is trying to update Rome's unit tint (defined in base game Units.artdef) which has 3 entries, 2 purple and 1 yellow. I create my artdef and define 2 red and 1 yellow but the...
Gedemon,
Can you update the count for UNIT_ANCIENTEMBARK? I was getting some bug reports about the Maori settlers only having 1 boat and noticed that it is being influenced by the base modpack's setting. Bumping it up to 3 from 1 makes it work. Maybe go higher and lower the scale to increase...
I want to overwrite the existing tint for the units but creating my own color section just adds it to the pool of colors the units end up picking from.
Sorry, found out through trial and error that it was conflicting with the Historic Continent Names. I saved a configuration that kept loading in mods even when I disabled them and didn't realize.
I keep getting a startup failure with this map. I'm getting this in the Lua log.
Map Script: loading modded AssignStartingPlots
Map Script: Yet (not) Another Maps Pack version Beta .7.3.3 (2016-2018) by Gedemon
Map Script: Setting YnAMP globals and cache...
Map Script: Map Name =...
I assumed as much but wanted to cover all my bases. I keep returning the unique constraint failure for ModifierArguments and I'm stumped.
EDIT: Found it. Had an attach modifier listed twice. Doh.
Does SQL treat 1/0 as true/false with INSERT INTO functions? I keep getting a unique constraint failed at ModifierArguments.ModifierId and ModifierArguments.Name and one of the arguments uses true/false values.
Their lines are good, don't need any fluffing up by me.
There is nothing in this mod that breaks with R&F. You are having another mod conflict.
See above.
The problem is on your end. I can confirm it works with any combination of DLC.
Is there a way to create a requirement that requires a certain number of resources in a city to trigger?
Example: I want a city with 3 or more sources of Wheat to boost a trade routes yield of Food. As far as I've been able to tell, I can set a requirement for having an improved resource...
The text change for the Synagogue doesn't seem to be going through.
Had a hunch and went to check the MODINFO file. Yep, missing from the UpdateDatabase! :p
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