LeeS
Imperator
File GoodyHuts.xml in the Vanilla Data folder.
Both the expansions have "goody" xml files that add to and alter the vanilla data.
Both the expansions have "goody" xml files that add to and alter the vanilla data.
Ok, in Modifiers. I see. Thx!File GoodyHuts.xml in the Vanilla Data folder.
Both the expansions have "goody" xml files that add to and alter the vanilla data.
In LUA, how can I tell if a city was conquered, loyalty-flipped, or traded? (I think that covers all ways city ownership can change) I want to update my Key Loyalties mod for Dramatic Ages which appears to make loyalty-flipping much more common. For cities where the current owner is not the original owner, I want the ongoing max loyalty penalty to be different depending on how the city was acquired.
local eLastTransferType = City:GetLastTransferType();
if (eLastTransferType == CityTransferTypes.BY_GIFT) then
--do something here
end
GameEvents.CityConquered(newPlayerID, oldPlayerID, newCityID, iCityX, iCityY)
Events.CityTransfered(playerID, cityID)
Events.CulturalIdentityCityConverted(playerID, cityID, iFromPlayer)
Events.CulturalIdentityConversionOutcomeChanged(playerID, cityID, eOutcome)
Maybe a stupid question, but I looked all around and couldn't find the answer to this:
How do I actually include a sound file in a mod?
Everyone says to not include the .wem in modbuddy, but where does it go then? Do I, after building the mod, manually stuff it in the /Platforms/[OS]/Audio?
Also, should I even use modbuddy? Most resources here seem to work without it... Sorry, I am really new to civ 6 modding, and this whole thing isn't exactly easy for me to wrap my slow brain around .-.
Edit:
Whoops didn't see LeeS' modding guide, since I only scoured through the "modding tutorial" part of the forum, and not the top-level pinned posts.
Well, turns out there is at least some documentation on what to do after all. Time to read through 400 pages I guess.
Oh wow, .-. I tried to look at sukritact's mods to find out how it worked, and I just couldn't figure it out.If you only want to edit music you dont need modbuddy. But using it, you simply create platforms/<OS>/audio folders in your modbuddy project, add your files, and you are good to go.
you can tryFiraxis only uses "CityTransferTypes.BY_GIFT" in their lua files so it is not clear what the designations for the other transfer types will be.
for k, v in pairs(CityTransferTypes) do print (k, v) end
And I feel pretty stoopid at the moment.you can try
Code:for k, v in pairs(CityTransferTypes) do print (k, v) end
for k,v in pairs(CityTransferTypes) do
print("CityTransferTypes : k = " .. k .. ", v = " .. v)
end
CityTransferTypes : k = BY_GIFT, v = -1821839791
CityTransferTypes : k = BY_LIBERATION, v = 361156668
CityTransferTypes : k = BY_CULTURAL_IDENTITY, v = -738490196
CityTransferTypes : k = BY_COMBAT, v = -1173539618
CityTransferTypes.BY_GIFT
CityTransferTypes.BY_LIBERATION
CityTransferTypes.BY_CULTURAL_IDENTITY
CityTransferTypes.BY_COMBAT
<GameData>
<Moments>
<Update>
<Where MomentType="MOMENT_BARBARIAN_CAMP_DESTROYED" />
<Set Name="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_JP" Description="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_DESCRIPTION_JP" InstanceDescription="MOMENT_BARBARIAN_CAMP_DESTROYED_INSTANCE_DESCRIPTION_JP"/>
</Update>
<Update>
<Where MomentType="MOMENT_BARBARIAN_CAMP_DESTROYED_NEAR_YOUR_CITY" />
<Set Name="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_NEAR_YOUR_CITY_JP" Description="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_NEAR_YOUR_CITY_DESCRIPTION_JP" InstanceDescription="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_NEAR_YOUR_CITY_INSTANCE_DESCRIPTION_JP" />
</Update>
</Moments>
</GameData>
<GameData>
<LocalizedText>
<Row Tag="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_JP" Language="en_US">
<Text>Test 1</Text>
</Row>
<Row Tag="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_DESCRIPTION_JP" Language="en_US">
<Text>Test 2</Text>
</Row>
<Row Tag="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_INSTANCE_DESCRIPTION_JP" Language="en_US">
<Text>Test 3</Text>
</Row>
<Row Tag="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_NEAR_YOUR_CITY_JP" Language="en_US">
<Text>Test 4</Text>
</Row>
<Row Tag="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_NEAR_YOUR_CITY_DESCRIPTION_JP" Language="en_US">
<Text>Test 5</Text>
</Row>
<Row Tag="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_NEAR_YOUR_CITY_INSTANCE_DESCRIPTION_JP" Language="en_US">
<Text>Test 6</Text>
</Row>
</LocalizedText>
</GameData>
InstanceDescription="MOMENT_BARBARIAN_CAMP_DESTROYED_INSTANCE_DESCRIPTION_JP"
<Row Tag="LOC_MOMENT_BARBARIAN_CAMP_DESTROYED_INSTANCE_DESCRIPTION_JP"