Recent content by jackgames

  1. J

    [R&F] Civ5 HandicapInfos table equiv?

    Hello, in Civ5, I had tweaked the advantages given to the AI by modifying the HandicapInfos table. No such table anymore in Civ6... Where to find those infos?
  2. J

    Trying to make 1st mod

    I finally achieved one goal: make my new size map appear in the menu. But when I launch the new game created, unexpected behavior => the whole map is hidden (nothing's displayed ont it) and the turns counter is increasing by itself constantly!? Probably has something to do with RuleSets ; keep...
  3. J

    Trying to make 1st mod

    OK. Just downloaded Gedemon's mod. I'll have a deep look into this. Thank you!
  4. J

    Trying to make 1st mod

    Hello, Civ5 modding was so simple compared to Civ6! I'm trying to make my 1st mod on Civ6: for testing, I want to do something very simple: adding a new world size. I took example upon minimalist mod LockeRussia and made this: modinfo: <Mod id="49300c43-ef9c-47d0-98c6-868f8e6ca9f2" version="1">...
  5. J

    How to make a mod without ModBuddy?

    I've never used ModBuddy and, although you have to make everything on your own, found it very simple. Here are the tools I'm used to: RJTextEd as text editor ChaosMD5 to generate MD5 from file SQLiteStudio to browse database and test SQL queries Tuto Modinfo tags meaning for creating modinfo...
  6. J

    Advice for modding construction speed

    OK! I didn't read well the last line: so you just have to add your new function to the TeamSetEra event. Simple indeed. Thanks for help.
  7. J

    Advice for modding construction speed

    OK. I've well understood your code that creates your AddTechsUponEraAdvance event. But what I'd like to see is the code that fires your event elsewhere in another lua file. Where do you place that code ? How to detect that a Civ has reached a new Era ? In other words, how and where do you tell...
  8. J

    Advice for modding construction speed

    Waow! Great work! I'm gonna dive into it. :woohoo: Thank you so much! :thanx:
  9. J

    Advice for modding construction speed

    How stupid! This would give my free tech for each first column tech discovered in a given era!!! Thank you whoward! But I don't know where my Lua code should be placed and, furthermore, I don't know how to listen to an event in Lua ?
  10. J

    How can i remove "Trading Post" improvement from the game ?

    I definitly agree with you: the AI is only able to build those shi?*! TradePosts!! But instead of removing this improvement, I think it'd be better to "tell" the AI to use farms for example in priority. If someone could help ?
  11. J

    Advice for modding construction speed

    Hmm... Thanks for quick reply. I've just thought in the meanwhile about using the Technology_ORPrereqTechs table to achieve this: what if I create my tech and then set in this table all techs that appear in first column in the tech tree, for each era ? Would this work ?
  12. J

    Advice for modding construction speed

    Hello, I'm thinking about the following: I'd like to increase workers construction speed on each era change. I thought of creating a new technology and use the WorkerSpeedModifier. But 1st question: how to give this free tech each time a new era is reached ? And how to make this technology not...
  13. J

    UnitCombatTypes ?

    OK. I was just expecting some other variables rather than just the description. Thank you! :thanx:
  14. J

    UnitCombatTypes ?

    Hello, I was browsing UnitPromotions_UnitCombat table when I wondered where are those UnitCombatTypes defined ? I was expecting to find a UnitCombatTypes table but there's only a UnitCombatInfos...
  15. J

    Requested Mods

    I wish there was a mod which wouldn't mod anything at all, but would only move ALL hard-coded constants into the database. Actually, a mod for only Sql/Xml/Lua modders who don't want to mess with C++ dlls...
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