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[Mod] Civ 6 Improvements Patch

Sorry to bring more problems to you, but my capital seems to sometimes spawn builders with 7 charges. Not sure why this time.
 
Nope. Who knows, I'll keep playing (not like I can help myself...) and see if it occurs again.
 
Quite a few, but nothing that should affect it.

AI+
CQUI
moar units etc
ynamp
gold resource
RED
district icons
unit report screen
 
I've done a search and cannot find the answer. Is this compatible with the CQUI Mod?

Edit: Nevermind, it seems to work, problem must lie in other mods.
 
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After a short respite due to work interfering with play time, I can have discovered this mod is no longer working. I keep getting sent back to the start screen after trying to launch a game. When I turn this mod off, the game play fine. I have all the DLCs and tried updating this mod to v.20, but I'm still not having any success. AI+, CQUI, MOAR Units (and their DLC components) all seem to work fine, too.

As an experiment, I stripped out most of the mod features to keep policies and slower tech. These elements seem to be working fine. I'm thinking I have a conflict between this mod and some other (perhaps regarding buildings or units).
 
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All I did was download the mod (v. 20). Made a copy and renamed it with a number 2 at the end (in case I messed up the mod I was working on). Opened the folder of the one I was working on (keeping the original name). Then extract all file except the following (these are the ones that I kept): ImprovementsPatch.modinfo, Main.xml, Policies.xml, PolicyTexts.xml, SlowerTechRules.sql, TechRules.sql, and Texts.xml. And then put it in the Mods folder. Nothing fancy. I don't really know what I'm doing (or even if I did it right). Seems to be working though.
 
All I did was download the mod (v. 20). Made a copy and renamed it with a number 2 at the end (in case I messed up the mod I was working on). Opened the folder of the one I was working on (keeping the original name). Then extract all file except the following (these are the ones that I kept): ImprovementsPatch.modinfo, Main.xml, Policies.xml, PolicyTexts.xml, SlowerTechRules.sql, TechRules.sql, and Texts.xml. And then put it in the Mods folder. Nothing fancy. I don't really know what I'm doing (or even if I did it right). Seems to be working though.

(Bodin, i guess you want to keep also DLC TRAIT_BUILDERS_CAN_RUSH_DISTRICTS changes. DLCpoland.xml, DLCaustralia.xml)

Anyway this did not work for me - after trying to start new game, I will be redirected back to starting screen.
Same issue did not reproduce with full mod (v.20) - it means I was able to start new game. Also tested with CQUI and seems fine.
 
Xaviarlol, I can't attach my database.log file so I'll copy and paste it here. I cannot have this mod loaded without being sent back to the main menu.

[115168.678] [Localization]: Validating Foreign Key Constraints...
[115168.679] [Localization]: Passed Validation.
[115168.701] [Configuration]: Validating Foreign Key Constraints...
[115168.702] [Configuration]: Passed Validation.
[115181.822] [FullTextSearch]: Initializing FullTextSearch
[115183.135] [Gameplay]: Validating Foreign Key Constraints...
[115183.152] [Gameplay]: Passed Validation.
[115184.525] [Configuration]: Validating Foreign Key Constraints...
[115184.526] [Configuration]: Passed Validation.
[115206.371] [FullTextSearch]: FTS - Creating Context
[115218.984] [FullTextSearch]: FTS - Creating Context
[115229.416] [Configuration]: Validating Foreign Key Constraints...
[115229.416] [Configuration]: Passed Validation.
[115276.495] [Localization] ERROR: NOT NULL constraint failed: LocalizedText.Language
[115276.495] [Localization]: While executing - 'insert or replace into LocalizedText('Tag', 'Text') values (?, ?);'
[115276.495] [Localization]: In XMLSerializer while inserting row into table insert or replace into LocalizedText('Tag', 'Text') with values (LOC_HUD_NATURALIST_LENS, Naturaliste, ).
[115276.495] [Localization]: In XMLSerializer while updating table LocalizedText from file MoreLenses_Text.xml.
[115276.495] [Localization] ERROR: NOT NULL constraint failed: LocalizedText.Language
[115276.549] [Gameplay] ERROR: FOREIGN KEY constraint failed
[115276.549] [Gameplay] ERROR: FOREIGN KEY constraint failed
[115276.549] [Gameplay]: Validating Foreign Key Constraints...
[115276.559] [Gameplay] ERROR: Invalid Reference on Modifiers.SubjectRequirementSetId - "UNIT_ADJACENT_TO_GREAT_GENERAL_REQUIREMENTS" does not exist in RequirementSets
[115276.559] [Gameplay] ERROR: Invalid Reference on Modifiers.SubjectRequirementSetId - "UNIT_ADJACENT_TO_GREAT_GENERAL_REQUIREMENTS" does not exist in RequirementSets
[115276.568] [Gameplay]: Failed Validation.
[115276.646] [Gameplay]: Validating Foreign Key Constraints...
[115276.664] [Gameplay]: Passed Validation.
[115279.225] [FullTextSearch]: FTS - Creating Context
[115279.380] [Configuration]: Validating Foreign Key Constraints...
[115279.380] [Configuration]: Passed Validation.
[115284.891] [FullTextSearch]: FullTextSearch - Shutting down
 
Is there a way to toggle off the doubled trade route time? Massive oversight by the creator since you need these trade routes to generate tourism in the later stages of the game, and waiting 60+ turns for a trade route to get increased tourism to a particular civ is a major nerf to cultural victories.
 
Is there a way to toggle off the doubled trade route time? Massive oversight by the creator since you need these trade routes to generate tourism in the later stages of the game, and waiting 60+ turns for a trade route to get increased tourism to a particular civ is a major nerf to cultural victories.

You know, I've used this mod since its inception, nearly 10 months now. I always disable culture victory in my games, but I want to add that even with culture victories disabled, there are times when I feel as though my trade routes don't update fast enough, either. There was one game I played, not too long ago, and I met pretty much everyone by like turn 20, and a lot of them were in trade route range. I wanted to build roads and establish trading posts ASAP, but waiting and waiting and waiting for the trader to finish his route seemed like an eternity. I did find the constant "please select a route" window to be somewhat annoying as well, but I think the trade route delay is even more annoying, even though it was designed with the best of intentions. :)
 
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