Meaniehead
Chieftain
- Joined
- Oct 30, 2016
- Messages
- 41
Hey all, I'm a complete newbie at creating mods, so if y'all don't have time for someone who's not even sure what questions to ask I understand. On the other hand, if you can help a newbie idiot I'd be really grateful. Anyhow, I'm creating my first mod - a Civ for Yorkshire (which is actually a single county in England but with a chip on our shoulder larger than that of Texas probably). It's meant to be a little tongue-in-cheek but ultimately very playable. However, being a complete novice at this, I'm having several problems already.
I'm using the excellent Pech civilization as a skeleton, because it seems to have a number of items in it that are similar to, though different from, things I need for my Yorkshire civ. This includes modified plot resources, modified buildings, modified units etc. Right now, I'm working on the Yorkshire trait "Where There's Muck There's Brass" which adds +1 Gold to the resource production improvements that are/were common in Yorkshire (Fishing Boats, Farms, Pastures, Quarries and Mines). I've tried adding 1 improvement at a time and found some work while others don't.
This works (or at least seems to):*
However, if I try to check for PLOT_HAS_FARM_REQUIREMENTS or PLOT_HAS_FISHING_BOATS requirements instead of one of these improvements the game fails to start and just returns me to the main civ 6 screen. I've made sure that it's not to do with having too many checks on one "insert into" command by just changing each occurrence of PASTURE to FARM (for instance). But it still crashes back to main screen. Can anyone tell me what I'm doing wrong.
Linked to this, Yorkshire has a unique improvement, ILKLA MOOR (Ilkey/Ilkla Moor being a moorland made famous in the unofficial Yorkshire county anthem "On Ilkla Moor Bar T'At"). Basically this represents cultivating an area of the moorland (on grass, with or without hills) to provide food, culture and housing (representing rough grazing land, heritage and villages dotted around it). This works, but I'm also hoping to do 2 more things with it - first, ensure that Ilkla Moor remains contiguous (must be built next to another area of Ilkla Moor) which I don't know how to do; and second, have each leader modify the yield further (Paulinus, 1st bishop of York would add a faith yield for instance) which I'm not sure is even possible. Any advice?
Any help you can give will be vastly appreciated.
*Yes, I am aware that my civilization specific variables still bear the names from the original civ (Thanks again to the creator for this fine work). I will change those when I have the civ actually functional. If there's one thing I learned in my days as a programmer (20+ years ago) it's that changing too much at once on code you don't know dooms you to failure and being unable to solve anything.
I'm using the excellent Pech civilization as a skeleton, because it seems to have a number of items in it that are similar to, though different from, things I need for my Yorkshire civ. This includes modified plot resources, modified buildings, modified units etc. Right now, I'm working on the Yorkshire trait "Where There's Muck There's Brass" which adds +1 Gold to the resource production improvements that are/were common in Yorkshire (Fishing Boats, Farms, Pastures, Quarries and Mines). I've tried adding 1 improvement at a time and found some work while others don't.
This works (or at least seems to):*
INSERT INTO TraitModifiers
( TraitType, ModifierId ) VALUES
( 'TRAIT_CIVILIZATION_JUNGLE_RICHES', 'TRAIT_PASTURE_BONUS_GOLD_YIELD' ),
( 'TRAIT_CIVILIZATION_JUNGLE_RICHES', 'TRAIT_QUARRY_BONUS_GOLD_YIELD' ),
( 'TRAIT_CIVILIZATION_JUNGLE_RICHES', 'TRAIT_MINE_BONUS_GOLD_YIELD' );
INSERT INTO Modifiers
( ModifierId, ModifierType, RunOnce, Permanent, SubjectRequirementSetId ) VALUES
( 'TRAIT_PASTURE_BONUS_GOLD_YIELD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', '0', '0', 'PLOT_HAS_PASTURE_REQUIREMENTS' ),
( 'TRAIT_QUARRY_BONUS_GOLD_YIELD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', '0', '0', 'PLOT_HAS_QUARRY_REQUIREMENTS' ),
( 'TRAIT_MINE_BONUS_GOLD_YIELD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', '0', '0', 'PLOT_HAS_MINE_REQUIREMENTS' );
INSERT INTO ModifierArguments
( ModifierId, Name, Value ) VALUES
( 'TRAIT_PASTURE_BONUS_GOLD_YIELD', 'YieldType', 'YIELD_GOLD' ),
( 'TRAIT_PASTURE_BONUS_GOLD_YIELD', 'Amount', '1' ),
( 'TRAIT_QUARRY_BONUS_GOLD_YIELD', 'YieldType', 'YIELD_GOLD' ),
( 'TRAIT_QUARRY_BONUS_GOLD_YIELD', 'Amount', '1' ),
( 'TRAIT_MINE_BONUS_GOLD_YIELD', 'YieldType', 'YIELD_GOLD' ),
( 'TRAIT_MINE_BONUS_GOLD_YIELD', 'Amount', '1' );
( TraitType, ModifierId ) VALUES
( 'TRAIT_CIVILIZATION_JUNGLE_RICHES', 'TRAIT_PASTURE_BONUS_GOLD_YIELD' ),
( 'TRAIT_CIVILIZATION_JUNGLE_RICHES', 'TRAIT_QUARRY_BONUS_GOLD_YIELD' ),
( 'TRAIT_CIVILIZATION_JUNGLE_RICHES', 'TRAIT_MINE_BONUS_GOLD_YIELD' );
INSERT INTO Modifiers
( ModifierId, ModifierType, RunOnce, Permanent, SubjectRequirementSetId ) VALUES
( 'TRAIT_PASTURE_BONUS_GOLD_YIELD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', '0', '0', 'PLOT_HAS_PASTURE_REQUIREMENTS' ),
( 'TRAIT_QUARRY_BONUS_GOLD_YIELD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', '0', '0', 'PLOT_HAS_QUARRY_REQUIREMENTS' ),
( 'TRAIT_MINE_BONUS_GOLD_YIELD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', '0', '0', 'PLOT_HAS_MINE_REQUIREMENTS' );
INSERT INTO ModifierArguments
( ModifierId, Name, Value ) VALUES
( 'TRAIT_PASTURE_BONUS_GOLD_YIELD', 'YieldType', 'YIELD_GOLD' ),
( 'TRAIT_PASTURE_BONUS_GOLD_YIELD', 'Amount', '1' ),
( 'TRAIT_QUARRY_BONUS_GOLD_YIELD', 'YieldType', 'YIELD_GOLD' ),
( 'TRAIT_QUARRY_BONUS_GOLD_YIELD', 'Amount', '1' ),
( 'TRAIT_MINE_BONUS_GOLD_YIELD', 'YieldType', 'YIELD_GOLD' ),
( 'TRAIT_MINE_BONUS_GOLD_YIELD', 'Amount', '1' );
However, if I try to check for PLOT_HAS_FARM_REQUIREMENTS or PLOT_HAS_FISHING_BOATS requirements instead of one of these improvements the game fails to start and just returns me to the main civ 6 screen. I've made sure that it's not to do with having too many checks on one "insert into" command by just changing each occurrence of PASTURE to FARM (for instance). But it still crashes back to main screen. Can anyone tell me what I'm doing wrong.
Linked to this, Yorkshire has a unique improvement, ILKLA MOOR (Ilkey/Ilkla Moor being a moorland made famous in the unofficial Yorkshire county anthem "On Ilkla Moor Bar T'At"). Basically this represents cultivating an area of the moorland (on grass, with or without hills) to provide food, culture and housing (representing rough grazing land, heritage and villages dotted around it). This works, but I'm also hoping to do 2 more things with it - first, ensure that Ilkla Moor remains contiguous (must be built next to another area of Ilkla Moor) which I don't know how to do; and second, have each leader modify the yield further (Paulinus, 1st bishop of York would add a faith yield for instance) which I'm not sure is even possible. Any advice?
Any help you can give will be vastly appreciated.
*Yes, I am aware that my civilization specific variables still bear the names from the original civ (Thanks again to the creator for this fine work). I will change those when I have the civ actually functional. If there's one thing I learned in my days as a programmer (20+ years ago) it's that changing too much at once on code you don't know dooms you to failure and being unable to solve anything.