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Celtic Civilization 2016-11-07

Play as Chief Vercingetorix of the Celtic Confederation

  1. Northboy85

    Northboy85 Chieftain

    Joined:
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    Location:
    Burlington, VT
    Celtic Civilization - Play as Chief Vercingetorix of the Celtic Confederation

    http://www.filedropper.com/darkleafscelticconfederacyalpha

    http://www.filedropper.com/darkleafscelticconfederacyalpha

    http://www.filedropper.com/darkleafscelticconfederacyalpha

    http://www.filedropper.com/darkleafscelticconfederacyalpha


    DOWNLOAD HERE! *Having a strange problem updating the civ in the resource*

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    LEADER: Chief Vercingetorix - Pericles Leader face and France Icon
    Civ Trait: Celtic Confedercy - Double the influence gained from City States that have a Sojourn with a...[/quote]

    Read more about this resource...
     
    Last edited: Nov 22, 2016
  2. SirAJn8r

    SirAJn8r Chieftain

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    Hey Northboy85, how did you add your mod. I made one but I can't add it for some reason. Thanks. BTW, I am about to play a new civ game as the Celtic :)
     
  3. Northboy85

    Northboy85 Chieftain

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    Hey,
    PLEASE SEE THE RESOURCE LINK ABOVE!!!!!!!!

    I've made SEVERAL mods that I honestly just keep to myself, which I should add for everyone to use. However, I wanted to take a crack at creating a new civilization. After my first failed attempt, I decided to just take the Persians that were released and slightly edit the names and faces to see if it would work. IT KEEPS FAILING AND I CANNOT FIGURE OUT WHY! Please help!
     
  4. senshidenshi

    senshidenshi Switched the Red and Blue channels

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    Why release it when it's still just a reskin, though? Surely it'd be better to get help first?
     
  5. DreadHerring

    DreadHerring Chieftain

    Joined:
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    Hey, Dreadherring here. The guy who made the Persia mod. I tried your mod, and looked over the code, which I know almost by heart ha. I fired it up and it works fine. You don't have the modified icon files, but that doesn't affect gameplay and it surely does not cause the game to crash. I'd check to see if you have conflicting mods on, and always check your Modding and Database Logs over in Documents/MyGames/Sid Meier's Civilization VI/Logs. It'll tell which parts of your code aren't working. If you want a builder to generate faith from building an improvement.... well here is how harvests are handled.
    Code:
    <Types>
    <Row Type="UNITOPERATION_HARVEST_RESOURCE" Kind="KIND_UNITOPERATION"/>
    </Types>
    <UnitOperations>
    <Row OperationType="UNITOPERATION_HARVEST_RESOURCE" VisibleInUI="true" HoldCycling="true" CategoryInUI="SPECIFIC" Icon="ICON_UNITOPERATION_HARVEST_RESOURCE" Description="LOC_UNITOPERATION_HARVEST_RESOURCE_DESCRIPTION"/>
    </UnitOperations>
    
    <Resource_Harvests>
           <Row ResourceType="RESOURCE_BANANAS" YieldType="YIELD_FOOD" Amount="25" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_CATTLE" YieldType="YIELD_FOOD" Amount="25" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_COPPER" YieldType="YIELD_GOLD" Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_CRABS" YieldType="YIELD_GOLD" Amount="50" PrereqTech="TECH_CELESTIAL_NAVIGATION"/>
           <Row ResourceType="RESOURCE_DEER" YieldType="YIELD_PRODUCTION" Amount="25" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_FISH" YieldType="YIELD_FOOD" Amount="25" PrereqTech="TECH_CELESTIAL_NAVIGATION"/>
           <Row ResourceType="RESOURCE_RICE" YieldType="YIELD_FOOD" Amount="25" PrereqTech="TECH_POTTERY"/>
           <Row ResourceType="RESOURCE_SHEEP" YieldType="YIELD_FOOD" Amount="25" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_STONE" YieldType="YIELD_PRODUCTION" Amount="25" PrereqTech="TECH_MASONRY"/>
           <Row ResourceType="RESOURCE_WHEAT" YieldType="YIELD_FOOD" Amount="25" PrereqTech="TECH_POTTERY"/>
       </Resource_Harvests>
       <Resource_YieldChanges>
           <!--Bonus-->
           <Row ResourceType="RESOURCE_BANANAS" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_CATTLE" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_COPPER" YieldType="YIELD_GOLD" YieldChange="2"/>
           <Row ResourceType="RESOURCE_CRABS" YieldType="YIELD_GOLD" YieldChange="2"/>
           <Row ResourceType="RESOURCE_DEER" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ResourceType="RESOURCE_FISH" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_RICE" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_SHEEP" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_STONE" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ResourceType="RESOURCE_WHEAT" YieldType="YIELD_FOOD" YieldChange="1"/>
           <!--Luxury-->
           <Row ResourceType="RESOURCE_CITRUS" YieldType="YIELD_FOOD" YieldChange="2"/>
           <Row ResourceType="RESOURCE_COCOA" YieldType="YIELD_GOLD" YieldChange="3"/>
           <Row ResourceType="RESOURCE_COFFEE" YieldType="YIELD_CULTURE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_COTTON" YieldType="YIELD_GOLD" YieldChange="3"/>
           <Row ResourceType="RESOURCE_DIAMONDS" YieldType="YIELD_GOLD" YieldChange="3"/>
           <Row ResourceType="RESOURCE_DYES" YieldType="YIELD_FAITH" YieldChange="1"/>
           <Row ResourceType="RESOURCE_FURS" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_FURS" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_GYPSUM" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_GYPSUM" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ResourceType="RESOURCE_INCENSE" YieldType="YIELD_FAITH" YieldChange="1"/>
           <Row ResourceType="RESOURCE_IVORY" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_IVORY" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ResourceType="RESOURCE_JADE" YieldType="YIELD_CULTURE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_MARBLE" YieldType="YIELD_CULTURE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_MERCURY" YieldType="YIELD_SCIENCE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_PEARLS" YieldType="YIELD_FAITH" YieldChange="1"/>
           <Row ResourceType="RESOURCE_SALT" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_SALT" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_SILK" YieldType="YIELD_CULTURE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_SILVER" YieldType="YIELD_GOLD" YieldChange="3"/>
           <Row ResourceType="RESOURCE_SPICES" YieldType="YIELD_FOOD" YieldChange="2"/>
           <Row ResourceType="RESOURCE_SUGAR" YieldType="YIELD_FOOD" YieldChange="2"/>
           <Row ResourceType="RESOURCE_TEA" YieldType="YIELD_SCIENCE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_TOBACCO" YieldType="YIELD_FAITH" YieldChange="1"/>
           <Row ResourceType="RESOURCE_TRUFFLES" YieldType="YIELD_GOLD" YieldChange="3"/>
           <Row ResourceType="RESOURCE_WHALES" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_WHALES" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_WINE" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_WINE" YieldType="YIELD_GOLD" YieldChange="1"/>
           <!--Strategic-->
           <Row ResourceType="RESOURCE_ALUMINUM" YieldType="YIELD_SCIENCE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_COAL" YieldType="YIELD_PRODUCTION" YieldChange="2"/>
           <Row ResourceType="RESOURCE_HORSES" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_HORSES" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ResourceType="RESOURCE_IRON" YieldType="YIELD_SCIENCE" YieldChange="1"/>
           <Row ResourceType="RESOURCE_NITER" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ResourceType="RESOURCE_NITER" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ResourceType="RESOURCE_OIL" YieldType="YIELD_PRODUCTION" YieldChange="3"/>
           <Row ResourceType="RESOURCE_URANIUM" YieldType="YIELD_PRODUCTION" YieldChange="2"/>
       </Resource_YieldChanges>
    
    and how improvements are handled
    Code:
    <Improvement_YieldChanges>
           <!--If the yield change is zero, the value will be changed later.-->
           <Row ImprovementType="IMPROVEMENT_FARM" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_MINE" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_QUARRY" YieldType="YIELD_GOLD" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_QUARRY" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_FISHING_BOATS" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_FISHING_BOATS" YieldType="YIELD_GOLD" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_PASTURE" YieldType="YIELD_FOOD" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_PASTURE" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_PLANTATION" YieldType="YIELD_FOOD" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_PLANTATION" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_CAMP" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_CAMP" YieldType="YIELD_PRODUCTION" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_LUMBER_MILL" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_OIL_WELL" YieldType="YIELD_PRODUCTION" YieldChange="2"/>
           <Row ImprovementType="IMPROVEMENT_OFFSHORE_OIL_RIG" YieldType="YIELD_PRODUCTION" YieldChange="2"/>
           <!--Unique Improvements -->
           <Row ImprovementType="IMPROVEMENT_CHATEAU" YieldType="YIELD_CULTURE" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_COLOSSAL_HEAD" YieldType="YIELD_FAITH" YieldChange="2"/>
           <Row ImprovementType="IMPROVEMENT_COLOSSAL_HEAD" YieldType="YIELD_CULTURE" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_GREAT_WALL" YieldType="YIELD_GOLD" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_GREAT_WALL" YieldType="YIELD_CULTURE" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_KURGAN" YieldType="YIELD_GOLD" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_KURGAN" YieldType="YIELD_FAITH" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_MISSION" YieldType="YIELD_FAITH" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_MISSION" YieldType="YIELD_SCIENCE" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_SPHINX" YieldType="YIELD_CULTURE" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_SPHINX" YieldType="YIELD_FAITH" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_STEPWELL" YieldType="YIELD_FOOD" YieldChange="1"/>
           <Row ImprovementType="IMPROVEMENT_STEPWELL" YieldType="YIELD_FAITH" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_ZIGGURAT" YieldType="YIELD_CULTURE" YieldChange="0"/>
           <Row ImprovementType="IMPROVEMENT_ZIGGURAT" YieldType="YIELD_SCIENCE" YieldChange="2"/>
       </Improvement_YieldChanges>
    Looks to me like you need LUA time. The alternative is that your improvements provide faith, but that's not as flashy. Like Senshi said, if you want help, you can always post a thread about it in the general submission section without posting it as a resource. I'm not a talented artist so I debated whether I should even post the Persians and have held back on some pretty cool Indo-Greeks for that reason.
     
    ReichAdler likes this.
  6. Northboy85

    Northboy85 Chieftain

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    VERY NICE MOD btw

    So, tonight while watching the US electrons I started work on a new Celtic mod from scratch that seems to be working. Testing over and over and over everytime I make minor edits.

    Thank you for the info. I'm going to go back and retry my old work in order to see if It's salvageable! You are based :)
     
  7. Northboy85

    Northboy85 Chieftain

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    I have a few mods that I have kept to myself that work just fine without error.

    I added your icons. Still unable to load. I get a strange error.

    "
    TypeTags tags ON mods.ModifierType = tags.Type WHERE tags.Tag = 'DIPLOMACY_MODIFIER''
    [1207166.842] [Gameplay] ERROR: database table is locked: Modifiers
    "
    I'm working on a fix...
     
  8. Northboy85

    Northboy85 Chieftain

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  9. Northboy85

    Northboy85 Chieftain

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  10. Daishomei

    Daishomei Chieftain

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    Looks good but I'm curious why the City State buff over a Faith buff cause the Celtics were well known about their Druid rituals. For example the effigy could replace monument building and give faith
     
  11. Northboy85

    Northboy85 Chieftain

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    I hear you! This civ is currently being a tad reworked. Adding Druids (Apostle Unit that can be trained, slightly stronger, choice of 1 of 3 random abilities instead of 2), Kern (Medieval/Renaissance Ranged Anti-Calvary), along with the Gallic Warrior. Adding the motte-and-bailey as well to replace Castle. Cheaper and has Citizen Slot.

    I havent been working on this civ too much since my current project is to finish ---- https://forums.civfanatics.com/threads/slavery-mod-by-darkleaf.605837/

    WHICH IS ABOUT TO BE RELEASED INTO PRE-ALPHA TONIGHT!


    Druids are ready to be added along with the Kern. Look for the Celtic Confederation updates in about a week once I'm finished putting this mod out.
     
  12. jojobe

    jojobe Chieftain

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    I would like to play this mod but as soon as it start a game it crashes to the main screen.
     
  13. Northboy85

    Northboy85 Chieftain

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    Hmm. Are you using YnAEMP? If so, you need to edit the start locations.

    Also, What mods are you using?
     
  14. Cosmic Fox

    Cosmic Fox Civ 6 Addict - TB Mod Collaborator

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    Okay, I need to ask one thing, why is everyone using Theodore Roosevelt as the Leader head graphic? :lol: I mean come on mix it up a little until the dang SDK arrives please? :p
     
  15. durfal

    durfal The Dutch Daredevil

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    Simply: Nobody is "using" him at all.The game doesn't accept/reads other art than the original gamefiles at the moment. The Leader art for the loadingscreen comes from a xml based code-name made for the civ which has to be unique. So each new modded civ uses a new coded name. As the game doesn't recognize those new modded ones as one of the original civs (or dlc), it falls back to the back-up art screen (in a lua file) which as you by now guessed is Teddy. So everybody hopes that with he sdk the game will accept new art files so a whole lot more of new civs can be properly added with new art everywhere like flags for units/buildings/civs and leaderscreens with backgrounds in game as well as the loading screen..
     
  16. Cosmic Fox

    Cosmic Fox Civ 6 Addict - TB Mod Collaborator

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    ah thanks I was curious as to why.

    Firaxis messed up with using Teddy and I can't stand seeing a historical typo for a leader as they did with his name. He never ever let anyone call him Teddy, no one! Kind of why I found it funny to begin with that everyone seemed to be using him. ;)
     

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