INSERT OR REPLACE INTO IconDefinitions (Name, Atlas, 'Index') VALUES
('ICON_BUILDING_EXAMPLE', 'ICON_ATLAS_BUILDINGS', '0'),
('ICON_BUILDING_EXAMPLE_FOW', 'ICON_ATLAS_BUILDINGS_FOW', '0');
<?xml version="1.0" encoding="utf-8"?>
<Mod id="my-guid" version="11">
<Properties>
...
</Properties>
<Dependencies>
<Mod id="4873eb62-8ccc-4574-b784-dda455e74e68" title="Expansion: Gathering Storm" />
<Mod id="1B28771A-C749-434B-9053-D1380C553DE9" title="Expansion: Rise and Fall" />
<Mod id="A3F42CD4-6C3E-4F5A-BC81-BE29E0C0B87C" title="Vietnam" />
</Dependencies>
<InGameActions>
<UpdateIcons id="Icons">
<File>Icons/ExampleIcons.sql</File>
</UpdateIcons>
</InGameActions>
<Files>
<File>Icons/ExampleIcons.sql</File>
</Files>
</Mod>
See OP here for different lists, and the thread itself for the "how":Lua question!!!!
Where all lua moders scripters get the Events.
like- Events.LocalPlayerTurnEnd
i need event of flooding tile not from river but from ocean ...pls pls pls
I don't think there is a way to do that, but you don't need that actually.Is there any tool, to make <criteria> on language?
I mean, I want to <updatetext> if 'ru_RU' language is choosed in the game.
Yeah, I know it. Already translated 50 mods by this way.I don't think there is a way to do that, but you don't need that actually.
Texts in the "LocalizedText" Table have a "Language" Tag, the Game automaticaly choses the Text in the Language of it (the Game). So you just need to specify the Language Tag (ru_RU in your case) when you include the text in "LocalizedText", and the Game will use that Text if Russian is the language chosen in the Game.
I see.Yeah, I know it. Already translated 50 mods by this way.
But I also change some original civ files, like styles.xml, loadscreen.xml, advancedsetup.xml by <importFiles>. I need them to load only if 'ru_RU' language is enabled. Should be some way to do that, may be some RuleSet or GameDependency parameters?
Check out my mod RealStrategy. It uses condition functions.Do you have any info source about StrategyConditions.ConditionFunction? Is there a list of available functions and is it possible to add custom condition functions?
TIA
Thank you very much!!!Check out my mod RealStrategy. It uses condition functions.
If you mean database modding, then Civ6, I think, is one of the most moddable games in the franchise if not the most moddable one (you can use either xml or sql for database modding). Though, unfortunately we don't have access to the DLL, only lua scripting. On the other hand, in terms of Graphics/Asset modding, Civ6 stands above all previous Games (but it's not easy tho).1. Is modding in Civ 6 the same as it was modding with civ 4? (Using XML)?
https://steamcommunity.com/sharedfiles/filedetails/?id=13107062352.Has any one made a modern Russia mod for all the expansion packs in Civ 6? I would love to nuke Putin in the game to relieve some pent up emotions LOL.
If you mean database modding, then Civ6, I think, is one of the most moddable games in the franchise if not the most moddable one (you can use either xml or sql for database modding). Though, unfortunately we don't have access to the DLL, only lua scripting. On the other hand, in terms of Graphics/Asset modding, Civ6 stands above all previous Games (but it's not easy tho).
https://steamcommunity.com/sharedfiles/filedetails/?id=1310706235
I haven't played with it, so I don't know if it works, but if it does; NUKE HIM TO HELL!!!
<Update>
<Where DistrictType="DISTRICT_HOLY_SITE"/>
<Set Cost="60"/>
<Set CostProgressionParam1="20"/>
</Update>
When updating content as part of a mod, can you do multiple updates in the same block of code?
Or should, instead, every set cost and set costprogressionparam1 be part of it's own <Update></Update> block?
<Districts>
<Update>
<Where DistrictType="DISTRICT_HOLY_SITE"/>
<Set>
<Cost>60</Cost>
<CostProgressionParam1>20</CostProgressionParam1>
</Set>
</Update>
</Districts>
I'm a bit rusty with XML as I almost entirely use SQL, but this should be correct.
Code:<Districts> <Update> <Where DistrictType="DISTRICT_HOLY_SITE"/> <Set> <Cost>60</Cost> <CostProgressionParam1>20</CostProgressionParam1> </Set> </Update> </Districts>
Huh, I'll try rewriting it that way then. Perhaps the one-line version only works if a single thing gets changed. Will test, if it works I'll edit this message with an update, if it doesn't I'll make a new post.