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Chapter 2: Dynamic modifiers, effects, collections and arguments 2017-01-13

Thank you for this guide. Any chance we can get Chapter 3 for the requirements? I need an understanding of how they work to implement it in my own mods. Thank you!
 
Hi everyone
First of all, thanks to NycholusV for his tutorials, it's been a real great help understanding how modifiers function.

Just have a question though : Will you be back soon with a the following tutorial about requirements you talked about in this one ?
I'm trying hard understanding this but I can't figure out how it works, and I think I need it to build a trait for my civ.

Maybe it's better to talk about my problem here since someone can give me another way to do it : I want to make a civ trait that gives a bonus to ranged units only in its cities AND only on forest or jungle. I tried to give a simple bonus without requirements on the units and it's great but a little too "cheaty" for me, so I want to nerf it and make it only with these specifications, so my civ can be easily strong in defense but totally normal in attack.

Btw this is the first civ I'm trying to make, and since I started only 2 weeks ago, I find it really easy to start but hard to do it correctly, and the tutorials I've found here are really helpful.
 
I'm sorry to bump this thread, but I am looking for extra help with modifiers and was trying to take a look at this (and Chapter 1), but unfortunately I'm getting a DNS error when trying to reach the website.

Does anyone (or OP) know if I can reach it someplace else?
 
I'm sorry to bump this thread, but I am looking for extra help with modifiers and was trying to take a look at this (and Chapter 1), but unfortunately I'm getting a DNS error when trying to reach the website.

Does anyone (or OP) know if I can reach it someplace else?

I hope the OP doesn't mind, I copied the text from hist tutorial chapters and put it in pdf format for easy use offline.

But you'll get more out of his website -
Moderator Action: link to compromised site removed, content added in OP
 

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OP moved to wordpress, but didn't update the links here.

Also, the site itself has broken links for the same reason. Great tutorial though, just what I needed.
 
Also, the site itself has broken links for the same reason.
The content behind that (broken) link in chapter-1 "An exhaustive list of these tables and their specifications can be found on the reference page for entity-modifier tables." can be found here:

Moderator Action: link to compromised site removed, content added in OP
 
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Hey your site has been taken over by the malign web, fyi. Redirects and auto- virus downloads for miles.
 
Hey your site has been taken over by the malign web, fyi. Redirects and auto- virus downloads for miles.
Hi HorseshoeHermit, I would be VERY happy, if my SQL knowledge were half so profound as that of the creator of this guide ...

It took me a while to guess right & find out the correct reference page for entity-modifier tables, so I thought, I share the link with all CivFanatics.

(The other links are copied from LeeS' great CIVILIZATION 6 MODDING GUIDE.pdf)


.
 
Hey your site has been taken over by the malign web, fyi. Redirects and auto- virus downloads for miles.
Which link exactly ?

tested them, nothing wrong on my end.

edit: found one generating warning with uBlock, I'll hide some post while looking at the issue, thanks.

they're in Lee's guide too ?
 
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I think, HorseshoeHermit means the WRONG links inside the guide (e.g. nycholusv.com/civilization-6-modding/using-modifiers/chapter-1/)

In LeeS' guide @ page 150 & 492

.
 
the pages hosted on wordpress.com seems safe, it's some of the links from those pages back to the
Code:
nycholusv.com
domains that are not.
 
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Moderator Action: Added the content of the site [...] in the first chapter thread [...]
@Gedemon:

This 'first chapter' post contains now|still the "venomous" version
Code:
nycholusv.com/...
of the link, which I posted the "safe" version of
Code:
nycholusv.wordpress.com/reference/...
here in the thread on Wednesday at 00:37, #27: '''An exhaustive list of these tables and their specifications can be found on the reference page for entity-modifier tables'''

.
 
Thanks, edited.
 
Is it possible to create RequirementTypes like it is for ModifierTypes (DynamicModifiers)?
I want to create a modifier that adds regional production yields to Coal Power Plant based on district ajacency. And to reproduce ajacency logic I tried to use RequirementType 'REQUIREMENT_PLOT_ADJACENT_IMPROVEMENT_TYPE_MATCHES' for adjacency from improvements (lumber mills and mines). But this RequirementType checks only the first improvement that meets the conditions and doesn't depend on improvements count. Is it possible to create similar RequirementType with 'TilesRequired' value?
 
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I have tried both Gedemo's Bismarck mod and JFD's Frederick mod. The leader bonuses which gave extra culture or science and gold per encampment building only works for cities founded by me. They don't work on conquered cities. Anyone encountered this issue?

https://i.imgur.com/kDryQ4G.png
https://i.imgur.com/Jm8OlJD.png

I have checked the sql files for these mods and the modifiers have correct type MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE.

I have checked the values for Choral Religion Trait, CHORAL_MUSIC_SHRINE_CULTURE and it has subject requirementsetid CITY_FOLLOWS_RELIGION_REQUIREMENTS and modifier type MODIFIER_ALL_CITIES_ATTACH_MODIFIER.

I suppose instead of MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE should we use MODIFIER_PLAYER_CITIES_ATTACH_MODIFIER and MODIFIER_BUILDING_YIELD_CHANGE combination?
 
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