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[Mod] Civ 6 Improvements Patch

Three questions, the first of which isn't about your mod specifically, but mods for Civ VI in general.

If I start a game using your mod, and you update it, can I download and update the older version for my current game in progress? I know you can't add new mods to existing games, but I'm unsure about updating mods being used by an existing game.

My second question is: have you (and others) found that the civic/tech timing adjustments have reflected a more historically accurate progression? i.e. not entering the industrial age in 200 BC, etc? If not, how would you further adjust the modifiers to tech/civic growth to do so? I know the purpose of this mod is more about game balance than historical accuracy, but I'm looking for both.

Last question is the easy one. If any, what game speed did you have in mind when designing this mod? Any in particular? Should it work equally well for all game speeds?
 
Hi Xaviarlol :)
I love the mod a lot so far, and i was wondering if you maybe had in mind to increase the output of special improvements (such as the Chateau) since some of them are not really any good.
Someone is already working on a mod like this (Better Unique Improvements - by Gilgamash). but i was wondering if this was something you were going to look into :)

Keep up the great work and... Is that your cat? :D
 
Is it possible to disable certain features? Anything I do gets the game to crash. Specifically, I don't want to use the Districts.xml.

If I delete it, crash. I remove it from modinfo, crash. I make it empty, crash.
 
My earlier post fixes that problem. Just comment out the lines int Policies.xml referring to NAVIGATION_ROYALDOCKYARDGOLD

I think i found an error in policies.xml. It was preventing my mod from launching when i tried to integrate it.

<Row>
<ModifierId>NAVIGATION_ROYALDOCKYARDGOLD</ModifierId>
<ModifierType>MODIFIER_PLAYER_DISTRICTS_ADJUST_YIELD_MODIFIER</ModifierType>
<SubjectRequirementSetId>CITY_HAS_ROYAL_DOCKYARD</SubjectRequirementSetId>
</Row>

CITY_HAS_ROYAL_DOCKYARD should be DISTRICT_IS_ROYAL_DOCKYARD

EDIT: Never mind. CITY_HAS_ROYAL_DOCKYARD is in Districts.xml which i'm not using
 
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The mod is great but you should consider changing up the tech tree a bit to fix the bad unit management of the AI. they don't ever build swordsman or archers because they are dead end tech that the AI always skips which makes it impossible to ever be threatened by the AI.
 
You should consider put back "Logistics" policie, it's one of the mandatory one, I'm not sure why it's deleted in your mod?
 
New version just posted. Loads of new policy changes. Download link on the first post.

upload_2016-11-6_23-19-10.png
upload_2016-11-6_23-19-10.png
 
In your Text.xml you have a unclose Update right at the start:
Code:
  <Update>
           <Where Tag="LOC_TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS_DESCRIPTION"/>
               <Set>
   <Text>Spend Builder charges to complete 50% of the original district cost.</Text>
   </Set>
Should be:
Code:
  <Update>
           <Where Tag="LOC_TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS_DESCRIPTION"/>
               <Set>
   <Text>Spend Builder charges to complete 50% of the original district cost.</Text>
   </Set>
  </Update>
 
And another unclosed update in Buildings.xml:
Code:
<Building_YieldChanges>

       <Update>
       <Where BuildingType="BUILDING_GRANARY" YieldType="YIELD_FOOD"/>
       <Set YieldChange="2"/>

</Building_YieldChanges>
 
Thanks for the effort with this mod, but please spend 2 minutes checking the logs for errors before releasing.
 
I was incorperating your mod into a mod pack and noticed them due to ModBuddy's (Civ5 SDK) xml editor highlighting them.

Would be a good idea to use the Civ 5 SDK to identify simple mistakes like this. Might try it.

Any idea why localtization keeps reverting back to vanilla after you load a game in an existing game session? It's either a stone-cold bug in Civ 6 or we aren't using localization properly in the mods.
 
The localization database is only loaded on start up, from what I have seen, so a reload or exit to main menu clears the cache and removes the additional entries, its a Civ 6 bug as far as I am concerned.
 
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