bumpyglint
Warlord
- Joined
- Aug 19, 2016
- Messages
- 214
I was able to test it before than expected, this perfectly works!!!As far as I'm aware from my (limited) experience with Civ 6 modding, requirements tend to be implemented case-by-case rather than pulling from a universal "requirements" file, so searching is unfortunately necessary (as far as I know).
When it comes to "REQUIREMENT_WONDER_IS_ACTIVE", I couldn't find anything deeper than other wonders calling it the same way. I have no understanding of what exactly an "active" vs "inactive" wonder entails.
A very brief search did find the RequirementId "REQ_AGE_IS_ANTIQUITY" in \Base\modules\base-standard\data\unlocks.xml. I wonder if changing MOD_TERRACOTTA_ARMY_COMMANDER to this could work:
(I don't really know what I'm doing)Code:<Modifier id="MOD_TERRACOTTA_ARMY_COMMANDER" collection="COLLECTION_OWNER" effect="EFFECT_CITY_GRANT_UNIT"> <SubjectRequirements> <Requirement type="REQUIREMENT_WONDER_IS_ACTIVE"> <Argument name="ConstructibleType">WONDER_TERRACOTTA_ARMY</Argument> </Requirement> <Requirement type="REQUIREMENT_GAME_AGE_TYPE_MATCH"> <Argument name="AgeType">AGE_ANTIQUITY</Argument> </Requirement> </SubjectRequirements> <Argument name="UnitType">UNIT_ARMY_COMMANDER</Argument> <Argument name="Amount">1</Argument> </Modifier>
Basically now the Terracotta army gives a commander only in the first age. It still remain partially bugged because if someone conquer the city with the terracotta army during the first Age, he still get one free commander, but it's definitely reducing the problem of this bug.
I would add this to the mod too! (hoping that next weeks they fix it anyway)