Quick (I think) question: how would one add a civilization/leader to the civ 6 true start location maps?
CREATE TABLE IF NOT EXISTS TSL
(
MapType TEXT DEFAULT NULL,
Civ TEXT DEFAULT NULL,
LeaderType TEXT DEFAULT NULL,
X INTEGER DEFAULT NULL,
Y INTEGER DEFAULT NULL
);
INSERT INTO TSL
(MapType, Civ, LeaderType, X, Y )
VALUES ('40sw4rmOW', 'GEDEMO_CIVILIZATION_CARNAC', 'GEDEMO_LEADER_MINOR_CIV_CARNAC', 8, 57 );
Just gonna issue a fair warning. It's more complicated than that. I'm still working at figuring it out.This is from one of Gedemo's City State mods:
Code:CREATE TABLE IF NOT EXISTS TSL ( MapType TEXT DEFAULT NULL, Civ TEXT DEFAULT NULL, LeaderType TEXT DEFAULT NULL, X INTEGER DEFAULT NULL, Y INTEGER DEFAULT NULL ); INSERT INTO TSL (MapType, Civ, LeaderType, X, Y ) VALUES ('40sw4rmOW', 'GEDEMO_CIVILIZATION_CARNAC', 'GEDEMO_LEADER_MINOR_CIV_CARNAC', 8, 57 );
I assume you just need to figure out the XY co-ordinates for your leader / civ and plug in the relevant names for those.
In the .modinfo file, the file containing the above is under InGameActions > UpdateDatabase.
Hello.
I want to change the cost of settler and builder. So I changed their lines in units.xml file in ...Base\Assets\Gameplay\Data\ directory. I changed settler and builder base costs. But when I loaded the game and started a new game nothing had changed.
I did the same thing for districts using the Districts.xml file in the same folder. The district costs change did take effect. Whats the deal?
I also changed some items in Globalparameters.xml in the same directory (base assets). Will that work?
Thanks for the help.
I understand that, but those aren't my concerns atm. im not doing a big mod, just a few changes, and i want to not have to start over my saves. i want it to change my already running game. i also never play online, so, just sp.You're much better off writing a mod to update those tables. For one thing, any Firaxis updates will overwrite the changes the way you're currently doing it (so will verifying your local files if you ever need to do that).
yes, no time to edit it to something simpler for your use, but you can have a look at SetExtraFeatures() that add dense/sparse forests in my mod here: https://github.com/Gedemon/Civ6-GCO/blob/master/Scripts/GCO_GameScript.luaIs there a way of universally increasing the number of Woods features placed on new maps? Like a lua script that applies after the chosen map script(s)?
GameInfo.Buildings["BUILDING_LIGHTHOUSE"].Index
city:GetBuildQueue():CreateIncompleteBuilding(GameInfo.Buildings["BUILDING_LIGHTHOUSE"].Index, 100)
<Row Tag="LOC_UNIT_SLASHER_NAME" Language="en_US"> <Text>Slasher</Text> </Row>
<Row Tag="LOC_UNIT_SLASHER_DESCRIPTION" Language="en_US">
<Text>Ancient Era advanced melee shock unit, upgrades from Warrior. Requires no strategic resources.</Text>
</Row>
<Row Tag="LOC_UNIT_SLASHER_NAME" Language="en_US Text="Slasher" />
<Row Tag="LOC_UNIT_SLASHER_DESCRIPTION" Language="en_US" Text="Ancient Era advanced melee shock unit, upgrades from Warrior. Requires no strategic resources." />
<Row Tag="LOC_UNIT_SLASHER_NAME" Language="en_US Text="Slasher" />
<Row Tag="LOC_UNIT_SLASHER_NAME" Language="en_US" Text="Slasher" />