@Laurana Kanan
I have been there so many times, trying to figure the stuff out you end up with 20 lines of code, then realize you could have done the same with 5 lines.
It will all come with experience.
The best part I like about using SQL to mod Civ 6 over XML is I can do with a single line of SQL what it would take 8 lines to do in XML. I also find it easier to understand what the SQL is doing over the XML.
On top of that SQL can be conditional, thus making a mod can mean it works for people...
@Laurana Kanan
I see you got answers to 2 of the questions, it is entirely possible to move it. You just need to change the CivicModifiers table so that CIVIC_CIVIL_ENGINEERING does not trigger the modifier.
I always find a piratical example helps understand it. So I have attached a small mod...
In one of my mods, I changed the walls Civil Engineering to 100 and gave the 200 at Cold war using....
-- set civil engineer walls to 100
UPDATE ModifierArguments SET Value = '100' WHERE ModifierId = 'CIVIL_ENGINEERING_URBAN_DEFENSES';
-- set Cold War walls to 200
INSERT INTO CivicModifiers...
I did make a little mod that only lets human players switch policy cards when they enter a new era, change governments or they have an empty slot such as from a world wonder that adds a policy card slot or a card goes obsolete.
http://steamcommunity.com/sharedfiles/filedetails/?id=898214601
Odd I just ran that code in the SQLite database and it executes and sets the value to 15.
Are you sure the error is with this line of code and not somewhere else in the file stopping the code before it gets to this line. Have you checked database.log.
Also is the mod enabled (sounds silly but...
You only need to place it and it heals your entire army. Any useless wonder that you have no desire for will do.
So you literally place the wonder and then instantly cancel it.
So turns out as Macedonia if you capture a city WITHOUT a wonder in it and then click keep city and place a world wonder it triggers the Worlds End army healing bonus.
I am assuming this was NOT the intended outcome for this bonus. Guess that was one of the things that never came up during the...
I basically added a descending load order to all of the UpdateDatabase parts of my mods so they all loaded in the right order the highest one was 100 then descending by 10 for each next mod that I wanted to load before it.
OK, so I managed to a 'workaround' using LoadOrder but it would be nice if they could actually make thing work as intened rather than me having to remember to add a damn load order to several of my modinfo files.
So, crazy issue with mods that make changes to DLC content.
I have mods that update parts of the DLC units and buildings. These are applied using SQL and are applied conditionally. Such as they will only apply if a user has the DLC on there system.
All works fine when you start a fresh game as...
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