Sostratus
Deity
Absolute facepalm for not thinking to check that. Thanks Lee.A check of the contents of file Expansion2_Icons_Civilizations.xml shows the following:
Absolute facepalm for not thinking to check that. Thanks Lee.A check of the contents of file Expansion2_Icons_Civilizations.xml shows the following:
ParkCharges="1"
There is an lua Event called "GameHistoryMomentRecorded" that passes arguments "momentIndex" and "unknown". I have not used this lua event as yet but I assume the gamecore fires this lua "event trigger" whenever a Historical Moment occurs.
"momentIndex" ought to be giving the row "index" number from table "Moments" I would guess for the MomentType that was triggered.
"unknown" is the second of the two arguments passed by the gamecore but at the moment ChimpanG (nor anyone else I think) has not figured out what the data for this argument represents.
Support is very limited.Where the hell are the details about National Parks? I've been searching everywhere for them. If they are a hardcoded thing, is it possible to give them yields? I'm trying to create a governor promotion that gives all the National Park tiles +1 Culture....
If this effect is achieved via modifiers, then you should be able to use requirements with them.Does anyone know a way to set half housing for improvements conditionally? I can't just change the values in the improvements table because then they would be for all civs.
Thank you!!Support is very limited.
If you want to adjust tourism then ADJUST_CITY_NATIONAL_PARK_TOURISM. For generic yields you may try on the city level using REQUIREMENT_CITY_HAS_NATIONAL_PARK.
INSERT INTO Modifiers
(ModifierId, ModifierType, OwnerRequirementSetId, SubjectRequirementSetId, RunOnce, Permanent )
VALUES ('MODIFIER_AI_BARBARIAN_COMBAT', 'MODIFIER_PLAYER_UNITS_ADJUST_BARBARIAN_COMBAT', NULL, 'PLAYER_IS_AI', 0, 1 );
INSERT INTO ModifierArguments
(ModifierId, Name, Value )
VALUES ('MODIFIER_AI_BARBARIAN_COMBAT', 'Amount', 5 );
Oh yeah, this Civ6 modding spree of mine has had its fair share ofIt is "interesting"1 the way logical deduction works in one part of the game but not in another. I would have thought the UnitAbility method would have worked properly, but it also makes perfect sense that applying to the Player Level which then implements the modifier as needed not only works but does not result in "doubling" and "trebling" and "quintupling" of the effect.
1 Where "interesting" has its own special sort ofdefinition
<Row Tag="CLASS_HEAVY_CHARIOT" Vocabulary="ABILITY_CLASS"/>
<Row Tag="CLASS_LIGHT_CHARIOT" Vocabulary="ABILITY_CLASS"/>
<TypeTags>
<Row Type="UNIT_EGYPTIAN_CHARIOT_ARCHER" Tag="CLASS_LIGHT_CHARIOT"/>
<Row Type="UNIT_SUMERIAN_WAR_CART" Tag="CLASS_HEAVY_CHARIOT"/>
<Row Type="UNIT_HEAVY_CHARIOT" Tag="CLASS_HEAVY_CHARIOT"/>
<Row Type="UNIT_TANK" Tag="CLASS_HEAVY_CHARIOT"/>
<Row Type="UNIT_MODERN_ARMOR" Tag="CLASS_HEAVY_CHARIOT"/>
</TypeTags>
<TypeTags>
<Row Type="ABILITY_HEAVY_CHARIOT" Tag="CLASS_HEAVY_CHARIOT"/>
<Row Type="ABILITY_LIGHT_CHARIOT" Tag="CLASS_LIGHT_CHARIOT"/>
</TypeTags>