Change VP Options

it works, tyvm. gives error [24279.437] Invalid Reference on Resources.TechReveal - "NULL" does not exist in Technologies but i think its cuz the ' around null.
You're right.
I fixed the code.
Code:
UPDATE Resources SET TechReveal = NULL WHERE ResourceClassType = 'RESOURCECLASS_BONUS';

i am still puzzled why this wouldn't work though
UPDATE COMMUNITY
SET Value = 0
WHERE Type = 'COMMUNITY_CORE_BALANCE_RESOURCE_REVEAL';
It is difficult for me to explain it in English.
1) CommunityOptions.sql creates a Resource reveal Rule.
2) ResourceReveal.sql sets TechReveal based on the Rule.
3) Your code doesn't work when I add it to my mod.
4) On the other hand, your code does work when I add it to the bottom of the CommunityOptions.sql (or to the top of the ResourceReveal.sql).
My guess is that changing the Rule after 2) doesn't affect TechReveal that has already been set.
 
- Let's share what we write in Change VP options

I added so much buildings, wonders and units, I had to raise the base hammer benefit a bit :

sql :
Code:
-- + 1 Prod on Lake. Was 1
UPDATE Yields
SET LakeChange = '2'
WHERE Type = 'YIELD_PRODUCTION';

-- + 1 Prod on Snow hill. Was 0
INSERT INTO Terrain_HillsYieldChanges
    (TerrainType, YieldType, Yield)
VALUES
    ('TERRAIN_SNOW', 'YIELD_PRODUCTION', 1);
   
-- + 2 Prod on Oasis. Was 0
INSERT INTO Feature_YieldChanges
    (FeatureType, YieldType, Yield)
VALUES
    ('FEATURE_OASIS', 'YIELD_PRODUCTION', 2);
   
-- + 1 Prod on Pasture and Camp at Currency tech
INSERT INTO Improvement_TechYieldChanges
    (ImprovementType, TechType, YieldType, Yield)
VALUES
    ('IMPROVEMENT_PASTURE', 'TECH_CURRENCY', 'YIELD_PRODUCTION', 1),
    ('IMPROVEMENT_CAMP', 'TECH_CURRENCY', 'YIELD_PRODUCTION', 1);

xml : (Beause I don't know how to write it in sql :blush: )
Code:
<!-- + 1 prod on Atoll. Was 2 -->
    <Feature_YieldChanges>
        <Update>
            <Where FeatureType="FEATURE_ATOLL" YieldType="YIELD_PRODUCTION" />
            <Set Yield="3" />
        </Update>
    </Feature_YieldChanges>
 
This reveals bonus resources for "human and all AIs", but the technology is still required for the buildings?
Code:
-- Reveal Bonus resources on the first turn.
UPDATE Resources SET TechReveal = NULL WHERE ResourceClassType = 'RESOURCECLASS_BONUS';
 
This thread is really really great...

A question about :
Code:
INSERT INTO  Audio_2DSounds (ScriptID,            SoundID,                        SoundType,        MaxVolume,    MinVolume)
SELECT 'AS2D_SELECT_WORKER',                    'SND_SELECT_WORKER',            'GAME_SFX',        0,            0 UNION ALL
SELECT 'AS2D_SELECT_SETTLER',                    'SND_SELECT_SETTLER',            'GAME_SFX',        0,            0;

I have no idea what "Union all" does (I often see it here and there). Why not a simple "," ?

I don't mind about the sound a settler makes. Does he really make noise?

So, to mute the worker only, does this will work ? :
Code:
INSERT INTO  Audio_2DSounds (ScriptID,            SoundID,                        SoundType,        MaxVolume,    MinVolume)
SELECT 'AS2D_SELECT_WORKER',                    'SND_SELECT_WORKER',            'GAME_SFX',        0,            0 ;
 
This reveals bonus resources for "human and all AIs", but the technology is still required for the buildings?
Yes.
It doesn't change any PrereqTech for buildings.

I have no idea what "Union all" does (I often see it here and there). Why not a simple "," ?
I'm not sure.
Replacing "Union all" with "," resulted in a syntax error, though.
Code:
[136817.796] near "SELECT": syntax error

I don't mind about the sound a settler makes. Does he really make noise?
I just wanted to confirm whether the code worked or not.
The units were easy to check.

So, to mute the worker only, does this will work ? :
Yeah, your code worked for me.
 
Will this work as allowing great people captureable during wartime or is something else needed? UPDATE SET ~IN or UPDATE SET ~= ?

Also, can AI capture same units?

Code:
--Great People Captured 
UPDATE Units SET Capture = Class WHERE Class IN 
('UNITCLASS_ARTIST', 'UNITCLASS_ENGINEER', 'UNITCLASS_MERCHANT', 
'UNITCLASS_MUSICIAN', 'UNITCLASS_SCIENTIST', 'UNITCLASS_WRITER');

Edit: for readability
 
Last edited:
Will this work as allowing great people captureable during wartime or is something else needed? UPDATE SET ~IN or UPDATE SET ~= ?

Also, can AI capture same units?

Code:
--Great People Captured
UPDATE Units SET Capture=Class WHERE Class IN ('UNITCLASS_ARTIST', 'UNITCLASS_ENGINEER',
'UNITCLASS_MERCHANT', 'UNITCLASS_MUSICIAN', 'UNITCLASS_SCIENTIST', 'UNITCLASS_WRITER');
It worked for both me and AI.
 

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Updated for the version 9-15-2.
It changed some of the GameOptions.
  • No Good Events
  • No Neutral Events
  • No Bad Events
  • No Trade Events
  • No Civ-Specific Events

If I’m trying to turn off these events, which files do I need to edit? I’m doing all of my changes manually so far.

EDIT: I may have found it under core defines
 
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