Hello everyone,
A while back I started creating a mod for CIV 6, which is my own custom civilization. I used an old template, which I later changed to the ModBuddy template. Anyway, I was editing the leader and civilization's unique abilities, which are:
I tweaked with the numerous modifiers, requirements and already existing traits, yet I couldn't really make them work the way I wanted. The leader's ability was "working" in-game, but gave me +25 science per city instead of +25% of the science a city has, per city.
Here's the Leader_UA.sql code snippet:
Now, the civ's ability doesn't work, at all. I ignored the second part for now, and only wrote the code for the first one. The thing is, when I load up civ, it doesn't give the campuses' adjacent tiles the +1 production yield. This code was much, much harder to write, so it probably has a lot more bugs, but I don't know why. I tried a lot of combinations, but I couldn't figure this one out.
Here's the Civilization_UA.sql code snippet:
So, in summary, the leader's ability works to some extent, but not really, and the civ's ability doesn't work at all.
A while back I started creating a mod for CIV 6, which is my own custom civilization. I used an old template, which I later changed to the ModBuddy template. Anyway, I was editing the leader and civilization's unique abilities, which are:
=== LEADER UNIQUE ABILITY ===
All cities gain +25% extra Science once the "Computers" tech is completed.
=== CIVILIZATION UNIQUE ABILITY ===
+1 production on tiles adjacent to a campus district.All units within the Peach Empire territory gain +1 movement and extra defense.(not implemented yet)
I tweaked with the numerous modifiers, requirements and already existing traits, yet I couldn't really make them work the way I wanted. The leader's ability was "working" in-game, but gave me +25 science per city instead of +25% of the science a city has, per city.
Here's the Leader_UA.sql code snippet:
SQL:
-- Types
INSERT INTO Types
(Type, Kind )
VALUES ('TRAIT_LEADER_ALF_NOT_MY_CODE', 'KIND_TRAIT' );
-- Traits
INSERT INTO Traits
(TraitType, Name, Description )
VALUES ('TRAIT_LEADER_ALF_NOT_MY_CODE', 'LOC_TRAIT_LEADER_ALF_NOT_MY_CODE_NAME', 'LOC_TRAIT_LEADER_ALF_NOT_MY_CODE_DESCRIPTION' );
-- Leader Traits
INSERT INTO LeaderTraits
(LeaderType, TraitType )
VALUES ('LEADER_ALF_PCHISL', 'TRAIT_LEADER_ALF_NOT_MY_CODE' );
-- Mods.
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, NewOnly, OwnerRequirementSetId, SubjectRequirementSetId)
VALUES ('SCIENCE_BOOST_COMPUTER_TECH', 'EFFECT_ADJUST_CITY_YIELD_MODIFIER', 0, 0, 0, NULL, 'REQSET_TECH' );
-- Trait Mod.
INSERT INTO TraitModifiers
(TraitType, ModifierId )
VALUES ('TRAIT_LEADER_ALF_NOT_MY_CODE', 'SCIENCE_BOOST_COMPUTER_TECH' );
-- Mod. Args.
INSERT INTO ModifierArguments
(ModifierId, Name, Value )
VALUES ('SCIENCE_BOOST_COMPUTER_TECH', 'Amount', '25' ),
('SCIENCE_BOOST_COMPUTER_TECH', 'YieldType', 'YIELD_SCIENCE' );
-- Req. Sets
INSERT INTO RequirementSets (RequirementSetId, RequirementSetType) VALUES
('REQSET_TECH', 'REQUIREMENTSET_TEST_ALL');
INSERT INTO RequirementSetRequirements (RequirementSetId, RequirementId) VALUES
('REQSET_TECH', 'HAS_TECH_COMPUTER');
-- Reqs.
INSERT INTO Requirements (RequirementId, RequirementType) VALUES
('HAS_TECH_COMPUTER', 'REQUIREMENT_PLAYER_HAS_TECHNOLOGY');
INSERT INTO RequirementArguments (RequirementId, Name, Value) VALUES
('HAS_TECH_COMPUTER', 'TechnologyType', 'TECH_COMPUTERS');
Now, the civ's ability doesn't work, at all. I ignored the second part for now, and only wrote the code for the first one. The thing is, when I load up civ, it doesn't give the campuses' adjacent tiles the +1 production yield. This code was much, much harder to write, so it probably has a lot more bugs, but I don't know why. I tried a lot of combinations, but I couldn't figure this one out.
Here's the Civilization_UA.sql code snippet:
SQL:
-- Types
INSERT INTO Types
(Type, Kind )
VALUES ('TRAIT_CIVILIZATION_ALF_COLLEGE_LIFE', 'KIND_TRAIT' );
('MODIFIER_CIVILIZATION_ALF_COLLEGE_LIFE', 'KIND_MODIFIER' );
-- Traits
INSERT INTO Traits
(TraitType, Name, Description )
VALUES ('TRAIT_CIVILIZATION_ALF_COLLEGE_LIFE', 'LOC_TRAIT_CIVILIZATION_ALF_COLLEGE_LIFE_NAME', 'LOC_TRAIT_CIVILIZATION_ALF_COLLEGE_LIFE_DESCRIPTION' );
-- Civilization Traits
INSERT INTO CivilizationTraits
(CivilizationType, TraitType )
VALUES ('CIVILIZATION_MC_OLMEC', 'TRAIT_CIVILIZATION_ALF_COLLEGE_LIFE' );
-- Trait Mods.
INSERT INTO TraitModifiers
(TraitType, ModifierId )
VALUES ('TRAIT_CIVILIZATION_ALF_COLLEGE_LIFE', 'CAMPUS_DISTRICT_ADJACENCY_PROD' ),
-- Dynamic Mods.
INSERT INTO DynamicModifiers
(ModifierType, CollectionType, EffectType )
VALUES ('MODIFIER_CIVILIZATION_ALF_COLLEGE_LIFE', 'COLLECTION_OWNER', 'EFFECT_ADJUST_PLOT_YIELD' );
-- Mods. (Quick note: I am aware that I wrote the same ModifierId twice, but that doesn't solve the problem)
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId )
VALUES ('CAMPUS_DISTRICT_ADJACENCY_PROD', 'MODIFIER_CIVILIZATION_ALF_COLLEGE_LIFE', 1, 1, NULL, 'CAMPUS_ADJACENCY' ),
('CAMPUS_DISTRICT_ADJACENCY_PROD', 'MODIFIER_ALL_DISTRICTS_ATTACH_MODIFIER', 1, 1, NULL, 'CAMPUS_ADJACENCY' );
-- Mod. Args.
INSERT INTO ModifierArguments
(ModifierId, Name, Value, Extra, Type )
VALUES ('CAMPUS_DISTRICT_ADJACENCY_PROD', 'YieldType', 'YIELD_PRODUCTION', null, 'ARGTYPE_IDENTITY' ),
('CAMPUS_DISTRICT_ADJACENCY_PROD', 'Amount', '1', null, 'ARGTYPE_IDENTITY' );
-- Req. Sets
INSERT INTO RequirementSets
(RequirementSetId, RequirementSetType )
VALUES ('CAMPUS_ADJACENCY', 'REQUIREMENTSET_TEST_ALL' );
INSERT INTO RequirementSetRequirements
(RequirementSetId, RequirementId )
VALUES ('CAMPUS_ADJACENCY', 'ADJACENT_TO_CAMPUS' );
-- Reqs.
INSERT INTO Requirements
(RequirementId, RequirementType )
VALUES ('U_ADJACENT_TO_CAMPUS', 'REQUIREMENT_PLOT_ADJACENT_TO_OWNER' );
So, in summary, the leader's ability works to some extent, but not really, and the civ's ability doesn't work at all.
Last edited: