Embarking trait (what am I doing wrong)

gabe_oz

Chieftain
Joined
Feb 10, 2015
Messages
21
So I am trying to finish up my mod, but iv'e hit a dead stop for the moment. I'm trying to figure a way to allow my civ to embark coasts and oceans earlier in the game through a tech, with Norway having a similar ability I based the trait off that. I tried to replicate it as best as I could but for some reason whatever I do, it will not work. I've gone over it, checked the logs, scoured the Civ VI xml database using agent ransack just in case I missed a reference. But I can't find anything I did wrong, and the logs aren't saying anything about it either.

Here is the trait code, and here is the full mod (dropbox)
Code:
<CivilizationTraits>
        <Row CivilizationType="CIVILIZATION_POLYNESIA" TraitType="TRAIT_CIVILIZATION_POLYNESIA" />
    <Traits>
        <Row TraitType="TRAIT_CIVILIZATION_POLYNESIA" Name="LOC_TRAIT_CIVILIZATION_POLYNESIA_NAME" Description="LOC_TRAIT_CIVILIZATION_POLYNESIA_DESCRIPTION" />
    </Traits>

    <TraitModifiers>
        <Row>
            <TraitType>TRAIT_CIVILIZATION_POLYNESIA</TraitType>
            <ModifierId>POLYNESIA_GRANT_COAST_NAVIGATION</ModifierId>
        </Row>
    </TraitModifiers>
    <Modifiers>
        <Row>
            <ModifierId>POLYNESIA_GRANT_COAST_NAVIGATION</ModifierId>
            <ModifierType>MODIFIER_PLAYER_UNITS_ADJUST_VALID_TERRAIN</ModifierType>
            <SubjectRequirementSetId>PLAYER_HAS_SAILING_TECH</SubjectRequirementSetId>
        </Row>
    </Modifiers>

    <RequirementSetRequirements>
        <Row>
            <RequirementSetId>PLAYER_HAS_SAILING_TECH</RequirementSetId>
            <RequirementId>REQUIRES_PLAYER_HAS_SAILING_TECH</RequirementId>
        </Row>
    </RequirementSetRequirements>

    <RequirementSets>
        <Row>
            <RequirementSetId>PLAYER_HAS_SAILING_TECH</RequirementSetId>
            <RequirementSetType>REQUIREMENTSET_TEST_ALL</RequirementSetType>
        </Row>
    </RequirementSets>

    <Requirements>
        <Row>
            <RequirementId>REQUIRES_PLAYER_HAS_SAILING_TECH</RequirementId>
            <RequirementType>REQUIREMENT_PLAYER_HAS_TECHNOLOGY</RequirementType>
        </Row>
    </Requirements>

    <ModifierArguments>
        <Row>
            <ModifierId>POLYNESIA_GRANT_COAST_NAVIGATION</ModifierId>
            <Name>TerrainType</Name>
            <Value>TERRAIN_COAST</Value>
        </Row>
        <Row>
            <ModifierId>POLYNESIA_GRANT_COAST_NAVIGATION</ModifierId>
            <Name>Valid</Name>
            <Value>true</Value>
        </Row>
    </ModifierArguments>

    <RequirementArguments>
        <Row>
            <RequirementId>REQUIRES_PLAYER_HAS_SAILING_TECH</RequirementId>
            <Name>TechnologyType</Name>
            <Value>TECH_SAILING</Value>
        </Row>
    </RequirementArguments>
 
This is because the ability to embark is not handled by any of the modifiers (not even game effects), but through Technologies table. While MODIFIER_PLAYER_UNITS_ADJUST_VALID_TERRAIN can add another possible terrain where your units can move, their ability/inability to embark is unchanged. As far as my "research" goes this is handled only in Technologies table, in EmbarkUnitType and EmbarkAll columns. Even Redcoats spawned before researching Shipbuilding can't enter coast tiles - their "ignore disembark cost" ability is not responsible for the ability to embark.
 
Yeah. Shipbuilding allows embarking of all units into coastal waters and then Cartography has a modifier to allow Ocean Movement, similar to the Norway Early Ocean Navigation. But you need to be able to embark 1st, which is tied to techs.

Did not see this obvious problem before with what you were trying to do.
 
I see, so I can't do much before ship building because it's tied to techs. Can I get help with my last problem? I'm trying to remove the cleopatra leader and replace it with my own, but I can't build my mod with my Leaderfallbacks.xlp file no matter what I do or how much I try to replicate what other mods did, I get the follower error:

Code:
Error    11    The command ""C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI SDK\AssetModTools\Cooker\Civ6AssetCooker_Win64_null_FinalRelease.exe" --absolute_paths --no_mt --mode XLP --platform Windows --shaders "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI SDK\AssetModTools\Cooker" --pantry "C:\Users\Gabe\Documents\Firaxis ModBuddy\Civilization VI\Polynesia-Kamehameha\Polynesia-Kamehameha" "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI SDK Assets\pantry" --stewpot "C:\Users\Gabe\Documents\My Games\Sid Meier's Civilization VI\Mods\Polynesia-Kamehameha\Platforms\Windows\BLPs" --config "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI SDK\AssetModTools\Cooker\Civ6.cfg" "C:\Users\Gabe\Documents\Firaxis ModBuddy\Civilization VI\Polynesia-Kamehameha\Polynesia-Kamehameha\XLPs\LeaderFallbacks.xlp"" exited with code 2.    C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization VI SDK\ModBuddy\Extensions\Application\Civ6.targets    83    6    Polynesia-Kamehameha

this is my Leaderfallbacks.xlp:

Code:
<?xml version="1.0" encoding="UTF-8" ?>
<AssetObjects::XLP>
    <m_Version>
        <major>4</major>
        <minor>0</minor>
        <build>253</build>
        <revision>293</revision>
    </m_Version>
    <m_ClassName text="LeaderFallback"/>
    <m_PackageName text="LeaderFallbacks"/>
    <m_Entries>
        <Element>
            <m_EntryID text="FALLBACK_NEUTRAL_KAMEHAMEHA"/>
            <m_ObjectName text="FALLBACK_NEUTRAL_KAMEHAMEHA"/>
        </Element>
    </m_Entries>
    <m_AllowedPlatforms>
        <Element>WINDOWS</Element>
        <Element>LINUX</Element>
        <Element>MACOS</Element>
        <Element>IOS</Element>
    </m_AllowedPlatforms>
</AssetObjects::XLP>
 
Guess you can try this, not sure if it's gonna cause any problem (sure it will):
Code:
<Technologies>
    <Update>
        <Where (Tech=xxxx, forgot the actual format)/>
        <Set EmbarkAll=true/>
   </Update>
</Technologies>
I mean... it's not tied to trait or I didn't figure out a way now, so once you do that all other civs are able to embark after Sailing tech. So maybe not a good idea.
 
Guess you can try this, not sure if it's gonna cause any problem (sure it will):
Code:
<Technologies>
    <Update>
        <Where (Tech=xxxx, forgot the actual format)/>
        <Set EmbarkAll=true/>
   </Update>
</Technologies>
I mean... it's not tied to trait or I didn't figure out a way now, so once you do that all other civs are able to embark after Sailing tech. So maybe not a good idea.
Yeah, I decided for the meantime to leave it unless firaxis changes things down the road. Right now im just trying to resolve my issue with my leader art.
 
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