Anyone know why they had to use a ruleset for activating R&F ?
Just an update: it seems that we'll have to add the expansion as a domain for each map we create to make them available with R&F.Probably to make it "cleaner". When updated to R&F I was trying to put my mod to work when I discovered that in standard rules (=base game) it still worked. So you can play both versions changing the rule set at your will.
<GameInfo>
<!-- Base Game -->
<Players>
<Row CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ...
<!-- Expansion 1 Support -->
<Row Domain="Players:Expansion1_Players" CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ...
</Players>
<PlayerItems>
<Row CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ...
<!-- Expansion 1 Support -->
<Row Domain="Players:Expansion1_Players" CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ...
</PlayerItems>
</GameInfo>
Let's make our own patch notes, again...
Starting with a diff of the xml, artdef, lua files changes to the base civ6, attached to this post
It looks like the main thing to fix modded Civs is to add rows to Players and PlayerItems with the Domain column set to "Players:Expansion1_Players".
Code:<GameInfo> <!-- Base Game --> <Players> <Row CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ... <!-- Expansion 1 Support --> <Row Domain="Players:Expansion1_Players" CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ... </Players> <PlayerItems> <Row CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ... <!-- Expansion 1 Support --> <Row Domain="Players:Expansion1_Players" CivilizationType="CIVILIZATION_AUSTRALIA" LeaderType="LEADER_JOHN_CURTIN" ... </PlayerItems> </GameInfo>
You can basically just duplicate but with the Domain="Players:Expansion1_Players" to enable the leader when R&F is enabled. Look at one of the older DLC Civilizations such as Australia if you want an example.
Anyone know why they had to use a ruleset for activating R&F ?
Is YnAMP the only mod affected by this issue ?
I had a few other mods that also seemed to have the same problem like Sukriact's Simple UI Adjustments. I'm still working on some of my own mods so I haven't had the chance to play-test very many turns yet, but it appears that changing the Load Order on all the DLCs to 2 has bypassed the problem. At the very least I can start a new game without getting thrown back to the start menu or error messages showing up in the logs.Is YnAMP the only mod affected by this issue ?
http://steamcommunity.com/sharedfiles/filedetails/?id=1220843351&searchtext=sassanid
This civ still works, while all others do not, but i dont quite understand why that would be so. Any ideas?.