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Civ6 - Wildlife Mod 0.4

Joined
Apr 26, 2014
Messages
612
ShiroToraRyu submitted a new resource:

Civ6 - Wildlife Mod (first Version) - This Mod adds several Predator-Animals to Civ6...you better dont make them angry

This Mod is an attempt to bring Wildlife to Civ6.

The mod is not completed yet, but i thought i upload it, so that everyone who wants can test it and will hopefully give feedback.

The mod is created mostly by me, but would have never got that far without @Deliverator ( you know why)

and @LeeS (provided most of the working lua code). Thank you guys :)

but i would also like to thank @raen for help with lua,...

Read more about this resource...
 
@ShiroToraRyu You have some errors in your XML from what I can see which might be causing issues with the Ocean Animals.

Code:
<Row UnitType="UNIT_ANIMAL_HUMPBACK_WHALE" Cost="90" Maintenance="2" BaseMoves="2" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_SEA" Combat="34" FormationClass="FORMATION_CLASS_NAVAL" PromotionClass="PROMOTION_CLASS_NAVAL_MELEE" Name="LOC_UNIT_ANIMAL_HUMPBACK_WHALE_NAME" Description="LOC_UNIT_ANIMAL_HUMPBACK_WHALE_DESCRIPTION" PurchaseYield="YIELD_GOLD" TraitType="TRAIT_BARBARIAN"/>/>

The double "/>/>" is wrong at the end of the line - and there are few rows like that. If you use Notepad++ the erroneous "/>" show up black.
 
@ShiroToraRyu You have some errors in your XML from what I can see which might be causing issues with the Ocean Animals.

Code:
<Row UnitType="UNIT_ANIMAL_HUMPBACK_WHALE" Cost="90" Maintenance="2" BaseMoves="2" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_SEA" Combat="34" FormationClass="FORMATION_CLASS_NAVAL" PromotionClass="PROMOTION_CLASS_NAVAL_MELEE" Name="LOC_UNIT_ANIMAL_HUMPBACK_WHALE_NAME" Description="LOC_UNIT_ANIMAL_HUMPBACK_WHALE_DESCRIPTION" PurchaseYield="YIELD_GOLD" TraitType="TRAIT_BARBARIAN"/>/>

The double "/>/>" is wrong at the end of the line - and there are few rows like that. If you use Notepad++ the erroneous "/>" show up black.

Whoops...didnt notice that before, thanks Deliverator!
The ocean animal issue will be resolved in the first update, thanks to LeeS.
Also i will check that XML errors and remove those :)
 
would be cool, if someone would play this on different maps and give feedback. In any case, i will test in the next days :)
 
Are you planning to release this to Steam @ShiroToraRya?
 
Are you planning to release this to Steam @ShiroToraRya?

definitely yes, but first i want to have a more or less acceptable balance on how often the animals spawn on the Original-game-maps. So i hope its not far away, but not yet. :)
 
sql code to prevent animals from embarking:
Code:
INSERT INTO Types (Type, Kind)
VALUES ('MODIFIER_UNIT_ADJUST_VALID_TERRAIN', 'KIND_MODIFIER'),
        ('ABILITY_CANT_ENTER_COAST', 'KIND_ABILITY');

INSERT INTO DynamicModifiers (ModifierType, CollectionType, EffectType)
SELECT 'MODIFIER_UNIT_ADJUST_VALID_TERRAIN', 'COLLECTION_OWNER', 'EFFECT_ADJUST_UNIT_VALID_TERRAIN';

INSERT INTO Modifiers (ModifierId, ModifierType)
VALUES ('MODIFIER_PREVENT_UNIT_ENTER_COAST', 'MODIFIER_UNIT_ADJUST_VALID_TERRAIN');
 
INSERT INTO ModifierArguments (ModifierId, Name, Type, Value)
VALUES ('MODIFIER_PREVENT_UNIT_ENTER_COAST', 'TerrainType', 'ARGTYPE_IDENTITY', 'TERRAIN_COAST'),
        ('MODIFIER_PREVENT_UNIT_ENTER_COAST', 'Valid', 'ARGTYPE_IDENTITY', 0);

INSERT INTO Tags (Tag, Vocabulary)
SELECT 'CLASS_LAND_ANIMAL', 'ABILITY_CLASS';

INSERT INTO TypeTags (Type, Tag)
SELECT 'ABILITY_CANT_ENTER_COAST', 'CLASS_LAND_ANIMAL';

INSERT INTO UnitAbilities (UnitAbilityType, Name, Description)
SELECT 'ABILITY_CANT_ENTER_COAST', 'LOC_ABILITY_CANT_ENTER_COAST', 'LOC_ABILITY_CANT_ENTER_COAST_DESC';

INSERT INTO UnitAbilityModifiers (UnitAbilityType, ModifierId)
VALUES ('ABILITY_CANT_ENTER_COAST', 'MODIFIER_PREVENT_UNIT_ENTER_COAST');

INSERT INTO TypeTags (Type, Tag)
VALUES ('UNIT_ANIMAL_NILE_CROCODILE', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_FRESHWATER_CROCODILE', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_CHEETAH', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_BLACKCAIMAN', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_AMERICANCROCODILE', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_TASMANIANWOLF', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_DINGO', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_JACKAL', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_SPECTACLEDBEAR', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_BLACKBEAR', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_MANEDWOLF', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_HYENA', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_RHINOCEROS', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_HIPPO', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_GORILLA', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_PANDA', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_POLARBEAR', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_GRIZZLYBEAR', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_PUMA', 'CLASS_LAND_ANIMAL'),
        ('UNIT_ANIMAL_WOLF', 'CLASS_LAND_ANIMAL'),
        ('UNIT_BIGCATS_WHITE_TIGER', 'CLASS_LAND_ANIMAL'),
        ('UNIT_BIGCATS_TIGER', 'CLASS_LAND_ANIMAL'),
        ('UNIT_BIGCATS_PANTHER', 'CLASS_LAND_ANIMAL'),
        ('UNIT_BIGCATS_JAGUAR', 'CLASS_LAND_ANIMAL'),
        ('UNIT_BIGCATS_LION', 'CLASS_LAND_ANIMAL'),
        ('UNIT_BIGCATS_SNOW_LEOPARD', 'CLASS_LAND_ANIMAL'),
        ('UNIT_BIGCATS_LEOPARD', 'CLASS_LAND_ANIMAL');
similar modifier for ocean terrain does not work.
 
Lua function that is 4700 lines is ridiculous. You should use a table to store data used for spawning animals.
 
@qqqbbb thank you for the sql code! I wonder whether it would be possible to prevent ocean animals to enter coast tiles using a modified version of this code, just in theory. in any case, i will add this to the mod in the next days :)

for the 4700 lua lines...i said it before, and i say it again, i am currently a beginner in lua, i am trying to learn lua, but its simply too early to expect me knowing things like this. So to be clear: i am currently not able to make use of a table.
 
Wonderful mod, i commented in steam how i feel the balance is a bit off. This is still so far a one of my favorite mods.

Summarizing stopping sea pillaging and making them spam less at later ages or only in uncharted areas would be awesome.

Small stuff, in death animations, just before they disappear, the animals (not sure if all) return for a moment to its normal non dead appearance. I have seen some land animals spam, they probably should not appear in visible tiles. I would like the Kraken to be a bit more big and menacing.
 
Last edited:
@qqqbbb thank you for the sql code! I wonder whether it would be possible to prevent ocean animals to enter coast tiles using a modified version of this code, just in theory. in any case, i will add this to the mod in the next days :)

for the 4700 lua lines...i said it before, and i say it again, i am currently a beginner in lua, i am trying to learn lua, but its simply too early to expect me knowing things like this. So to be clear: i am currently not able to make use of a table.

Keep working on it man we already love this.
 
Wonderful mod, i commented in steam how i feel the balance is a bit off. This is still so far a one of my favorite mods.

Summarizing stopping sea pillaging and making them spam less at later ages or only in uncharted areas would be awesome.

Small stuff, in death animations, just before they disappear, the animals (not sure if all) return for a moment to its normal non dead appearance. I have seen some land animals spam, they probably should not appear in visible tiles. I would like the Kraken to be a bit more big and menacing.

I replied to your comment on Steam :)
to find a „good“ balance is not easy, but when i get Feedback, i can adjust the spawn rate and come closer to this „good“ balance. Of course I will keep working on it :)
 
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