Quick Modding Questions Thread

'TRAIT_LEADER_ROOSEVELT_HEAL' has never been defined as a Trait in the "Traits" table. Therefore this line is causing an Invalid Reference error:
Code:
INSERT INTO LeaderTraits (LeaderType, TraitType) VALUES ('LEADER_T_ROOSEVELT', 'TRAIT_LEADER_ROOSEVELT_HEAL');
 
'TRAIT_LEADER_ROOSEVELT_HEAL' has never been defined as a Trait in the "Traits" table. Therefore this line is causing an Invalid Reference error:
Code:
INSERT INTO LeaderTraits (LeaderType, TraitType) VALUES ('LEADER_T_ROOSEVELT', 'TRAIT_LEADER_ROOSEVELT_HEAL');

thanks a lot, lee

by the way , in post #60 in this topic u explained a way to find game data (effects and requirments and ...) .sql and .xml files .
would you please explain more about it
 
Hey, another quick question. My last question about action criteria was answered (Thanks Lee!), but now I'm trying to do some more with them. Is there any place to learn about which ones exist, and the syntax of using them? Specifically, I'd like a criteria to load a file when another mod is NOT active. Also, is there a way to AND or OR criteria? Relevant because with GS coming out, I imagine a lot of modders (myself included) want to load files when using either GameCore Expansion1 or Expansion2, for example.
 
see https://docs.google.com/spreadsheet...6oDAtqNuXVW_2zHRn13epMYXY/edit#gid=1391246980

Firaxis for whatever reason removed a lot of the defines of the Effects, Requirements, Modifier Types from the viewable xml files and moved them into a packed and inaccessible file the location of which I don't think anyone has figured out as yet. But we don't need to know where they moved all that to since it all gets added to the game's database and we can open a 'debug' version of the game's database that is created every time the game loads. All that is needed to view the debug database is a free database viewer program such as SQLite Viewer.

Very useful link, thanks. Didn't have much time to try anything so I am responding this late, will look into that after I resolve other things. Speaking of which...

Has anyone figured out in the meantime If it's possible to manipulate workable tiles range?

There are several threads who claim we'd need to wait for DLL to change that, however they also claim they tried to change max buy range etc. and it didn't react when increasing or something along the lines. Though decreasing max influence plot range and decreasing max buy range works for me. So my desperate hope is that maybe there is value which, while not working to increase the range, could work If you want to decrease range of workable tiles.

I have few values in mind and can use the spreadsheet to explore more, though testing them will take huge amount of time so I'm writing here in case someone knows the exact constant to be changed while I am testing them one by one.

EDIT: nevermind, the values I had in mind were taken from civ5 thread, my blindness strikes again.
 
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Another question - did anyone try to adjust Allience XP requirements?

I've found ALLIANCE_LEVEL_THREE_XP and ALLIANCE_LEVEL_TWO_XP constants but they behave rather odd. I tested setting Level 2 at 80 and Level 3 at 120 but in Standard game it results in Level 2 requiring 20 XP and Level 3 requiring 10 XP.
 
Another question: I need to swap visual of Floodplains and Marsh. Never did anything like this before. I'd figure it has something to do with Artdefs but these files don't seem so obvious as to what must be changed to what. Which value/attribute should be rewritten to swap their graphics?

EDIT: So I found line that seemed like it points to the feature to use the artdef on but it behaves weirdly. Floodplains now use their Floodplain visual and Marsh visual on top of it while Marshes have no visual at all despite the fact I swapped both values. It seems as If the visuals of Floodplains are hard-drawn on map-generation and the visuals of Floodplains are actually otherwise non-existent. That would really suck If it's so.
 
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Question: Is there a way to make cities of one civ immune to siege? i.e., can heal even if enemy units are surrounding it.
 
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Question: Is there a way to make cities of one civ immune to siege? i.e., can heal even if enemy units are surrounding it.

If I am not mistaken Victor has this as Promotion, so I'd look to what modifier he uses and use that as civ trait.
 
How to make it possible to remove (destroy or sold (as in Civ 5)) the building in the city center?
 
Has someone tried to allow several districts of the same type for the city? I've encountered several problems related to it.
1) The game UI shows housing hint instead of adjacency bonus if a district OnePerCity set to 0 (it's a minor problem for me)
2) The game doesn't check population limit properly (you still limited to build other district types but can build an unlimited amount of the districts you already possess). (a rather big problem)
3) The game doesn't allow to build district buildings in other districts of the same type, so you can't build two libraries etc (main issue for me)
What I want to achieve is to have the possibility to build several districts of the same type in a city following completely the same rules as with different types (so you should be limited by population but have the possibility to build a library in every DISTRICT_CAMPUS etc). Looks like the game just doesn't expect possibility to have several buildings of the same type in a city.
Is it possible to solve the issues?
My current ideas to make workarounds are:
- to make several library and other buildings in the database with completely the same properties but different keys (like BUILDING_LIBRARY, BUILDING_LIBRARY_02, BUILDING_LIBRARY_03 etc), the same for districts, and have relations like a prerequisite of BUILDING_LIBRARY_02 is DISTRICT_CAMPUS_02. However, the game can put all of the buildings to the same district and some other issues can appear
- just remove all special district buildings at all and increase district output based on tech/civ tree progress (however this will reduce production importance greatly, so other massive balance changes are required)
But a problem with population limit not checked properly will still remain with both approaches and it breaks a balance a lot.
(I would like to use a mod for default game, not R&F since all features of the last are completely useless for my purposes)
 
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Is there a way to make a civ unable to build mines or quarries? Maybe by giving them a prerequisite trait, then giving the trait to every civilization but this one?
 
Hi, does anybody know where in the database I have to go to edit how much sender/receiver get from trade routes, I found things in modifier and trait (looking at Egypt's leader trait) but no further than that.
EDIT:Found it
 
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Fairly simple curiosity but nevertheless important enough to make more efficient Mods of our own & get much better control over basic properties of "Steam Updating" methods...

@Aristos (..and ETC!)

You were mentionning (recently in your EDR discussions flow) that there are certain tricks to define how any given MOD interacts with Steam; DLC Compatibility status with RF & GS --or-- preventing invalidation of Achievements script.. straight off the compiled files we must issue instructions for. Care offering me some direct details of such process and how to integrate those solutions into my only Civ6 attempt == Sco_R_ow ((https://steamcommunity.com/sharedfiles/filedetails/?id=1343365500 )).

Secondly.. i've been searching for a real magic/code hack to make sure the ingame "Additional Content" process doesn't auto-enable any updated versions from my short list of active Mods. If such indirect power is possible -- i'd really love to know about it.

Thanks in advance for any help you (or anyone else) could provide!
 
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