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Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.
I'm attempting to make a civ with the following unique ability:
+1 Faith for every floodplain tile with an improvement.
+5 Science for every city center built next to a river.
Districts, improvements and units are immune to damage from floods. (Similar to Egypt)
Unfortunately this is as far...
I have tried to implement a trait modifier to a unique civ and make mines' appeal -3 instead of -1. I only find that there is a ModifierType named: MODIFIER_PLAYER_CITIES_ADJUST_FEATURE_APPEAL_MODIFIER which is used in Brazil that changes the feature's appeal (With modifier arguments amount and...
I am making Norilsk as a city state, using Sarajevo city state from Gedemo as a template. I can set most things up, but modifiers are really killing me.
The suzerain bonus I want to give to my city state:
Every mine +1 production
Mines on strategic/bonus resources add +1 production on domestic...
Hi all,
I am new to modding and I did not find any references to unit groups (e.g.: military units, raged units etc.)
Is there a way to add e.g. 5 combat strength to all units, or do I need to do it like:
INSERT INTO Modifiers
(ModifierId...
I've been following tutorials on how to make my own civilization, but I have no idea if I'm missing a list of modifiers or something. I don't get how I'm supposed to actually make a unit without knowing the stuff or code to make it up. I'm no genius programmer, so its way out of my field (not...
Is it possible to give a plot minus to a yield due to adjacency, and make this conditional?
Background
I've written sql code that allows Fishing Boats to be built on any coastal tile, which works fine.
New Goal
I want Fishing boats to get -1 to food for every two adjacent Fishing boats.
I've...
I'm working on creating a change that works alongside Gedemon's historical spawn dates mod (https://forums.civfanatics.com/threads/historical-spawn-dates.614266/). I have a few ideas and currently I'm trying to code so that when a player spawns nearby cities flip over (like Rhye's and Fall)...
Hi.
I'm trying to create a new ability to my unique unit, but in the GameEffects.log I obtain the follow error:
The unit definition is in the CAT_Template_Units.xml:
<GameData>
<Types>
<Row Type="UNIT_CAT_ALMOGAVERS" Kind="KIND_UNIT"/>
<Row Type="UNIT_CAT_MIQUELETS"...
In the custom games (CIV6) I play with friends we have a "world congress" we roleplay outside the game with an own ruleset behind it, and I wanted to ask if it is possible to add some modifiers to a player without interfering with any of the vanilla game mechanics, just as an example in our...
I'm making a custom civ whose bonus requires a unique building (the bonus is related to city proximity to the capital). However, the building cannot be constructable by the player, and I need it to be built instantly in the capital as soon as the player has finished researching a civic (say...
Hi, I'm here to request a mod(if possible) to remove the modifier they added this summer patch to the AI. The modifier is "Close to Winning", it just sucks that even winning by a little bit they will hate you way more then even razing one of their own city, so please if someone is possible to...
Hello,
I was able to create a first modifier and indeed see it in the game (yeehaw) but I'm struggling with another one. I'd like to give the ability ABILITY_CAPTIVE_WORKERS to units of this new civilization, this ability is yet defined une the UnitAbilities file of the game.
Even though there...
After doing some thinking and testing, I decided to approach the Modifiers/Requirements system from a different angle. Here is a brief outline of my findings and recommendations:
(1) the most limited of the DynamicModifiers (i.e. Core Modifiers / Modifier Types) are the ones that refer to...
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