Lonecat Nekophrodite
Deity
- Joined
- Jan 10, 2019
- Messages
- 2,832
No. In here 'UnitGameplay.xmlWhere did you put these:
Inside a GameInfo?
No. In here 'UnitGameplay.xmlWhere did you put these:
Inside a GameInfo?
Hi, I'm trying to make a mod that gives all civs a new ability but I do not know how to make a new ability for an existing civ can anyone help me with this? Thanks in advance!
Hey - still looking for some help on this - anybody got any pointers?Hi folks - hope someone has a quick and easy solution to my problem. I'm starting a mod in the late 1800s and want to have a base set of civics and techs already in place for all civs. For example, everyone should know how to farm, fish, harvest woods, build basic districts and buildings, have mid-game governments and civics, etc. Can anyone tell me how to do this?
Any help will be appreciated. Thanks!
By starting the game in a specific era the players will get the techs of all previous era and a few boost (see <StartingBoostedTechnologies> and <StartingBoostedCivics> tables in gameplay and <Eras> table in frontend)Hey - still looking for some help on this - anybody got any pointers?
Thanks!
local pCulture:table = pPlayer:GetCulture();
local pScience:table = pPlayer:GetTechs();
local pDiplomacy:table = pPlayer:GetDiplomacy();
local pReligion:table = pPlayer:GetReligion();
pCulture:SetCivic(GameInfo.Civics["CIVIC_CODE_OF_LAWS"].Index, true);
pScience:SetTech(GameInfo.Technologies["TECH_SAILING"].Index, true);
local config = PlayerConfigurations[iPlayer];
if(GameInfo.Civilizations["CIVILIZATION_AL_ANDALUS"].Hash ==
config:GetCivilizationTypeID() or
GameInfo.Civilizations["CIVILIZATION_BYZANTIUM"].Hash == config:GetCivilizationTypeID() or
GameInfo.Civilizations["CIVILIZATION_FRANCIA"].Hash == config:GetCivilizationTypeID() ) then
pCulture:SetCivic(GameInfo.Civics["CIVIC_MONOTHEISM"].Index, true);
pCulture:SetCivic( GameInfo.Civics["CIVIC_DIVINE_RIGHT"].Index, true);
pCulture:SetCivic(GameInfo.Civics["CIVIC_THEOLOGY"].Index, true);
pCulture:SetCivic(GameInfo.Civics["CIVIC_REFORMED_CHURCH"].Index, true);
pCulture:UnlockGovernment(GameInfo.Governments["GOVERNMENT_THEOCRACY"].Index);
pCulture:SetCurrentGovernment(GameInfo.Governments["GOVERNMENT_THEOCRACY"].Index);
pScience:SetTech(GameInfo.Technologies["TECH_LONGSHIPS"].Index, true);
pScience:SetTech(GameInfo.Technologies["TECH_MEAD_HALLS"].Index, true);
pScience:SetTech(GameInfo.Technologies["TECH_APPRENTICESHIP"].Index, true);
pScience:SetTech(GameInfo.Technologies["TECH_LANCES"].Index, true);
pScience:SetTech(GameInfo.Technologies["TECH_STIRRUPS"].Index, true);
pScience:SetTech(GameInfo.Technologies["TECH_CASTLES"].Index, true);
else
pCulture:UnlockGovernment(GameInfo.Governments["GOVERNMENT_CHIEFDOM"].Index);
pCulture:SetCurrentGovernment(GameInfo.Governments["GOVERNMENT_CHIEFDOM"].Index);
end
anyone know how to get custom music? I tried replacing the files with my own music after using wwise to convert it to wem, but in-game it's just silent.
i literally just converted a wav to wem in wwise, renamed it according to the music bank text file, and dragged and replaced it into Sid Meier's Civilization VI\Base\Platforms\Windows\audio. I know it worked because that audio is now silent in game, but my song is not playing instead. just silence.If you published with wwise and uploaded in plataforms (an update changed music place to platforms) , run play in lua of your music. You can see my Portugal mod as reference.