criZp
Deity
can anyone tell me how to update a schema file (Expansion2_Schema.sql) with a mod? I tried to use import but it didn't work. I'm not familiar with sql, and I'm gonna insert a new column into an existing table.
use "alter table" in a sql file loaded before the file(s) that set the values for that new column, for example:can anyone tell me how to update a schema file (Expansion2_Schema.sql) with a mod? I tried to use import but it didn't work. I'm not familiar with sql, and I'm gonna insert a new column into an existing table.
ALTER TABLE Units ADD COLUMN Personnel integer DEFAULT '0';
<Row UnitPromotionType="PROMOTION_ARMOR_PIERCING" Name="LOC_PROMOTION_ARMOR_PIERCING_NAME" Description="LOC_PROMOTION_ARMOR_PIERCING_DESCRIPTION" Level="3" Specialization="" Column="1" PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY"/>
<Row UnitPromotionType="PROMOTION_REACTIVE_ARMOR" Name="LOC_PROMOTION_REACTIVE_ARMOR_NAME" Description="LOC_PROMOTION_REACTIVE_ARMOR_DESCRIPTION" Level="3" Specialization="" Column="3" PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY"/>
desyncs from using mods or happening without mods?
if the later, AFAIK the only solution would be a bug report to Firaxis with your logs folder.
You can start the process: isolate the bug by testing various combinations of used mods. Leave out the culprit(s) and report to the creator(s) of the mod(s). If you are lucky, it is just one.Ye, it only happens with mods .-. Not possible to debug that?
if it's only with mods then you'll have to check the mods that use Lua scripts for gameplay effect.Ye, it only happens with mods .-.
Not possible to debug that?
I know it, it's City Lights https://steamcommunity.com/sharedfiles/filedetails/?id=2190389813You can start the process: isolate the bug by testing various combinations of used mods. Leave out the culprit(s) and report to the creator(s) of the mod(s). If you are lucky, it is just one.
if it's only with mods then you'll have to check the mods that use Lua scripts for gameplay effect.
there is one or two log files related to MP synchronization IIRC, can't remember their names, it's possible to analyse them and compare them between human players.
Hmm ok, thanks for your patience nonetheless.Unless I'm wrong, there is no Lua scripts in City Lights, meaning it could be an issue with the game's engine highlighted by the mod, not the mod itself.
~\Documents\My Games\Sid Meier's Civilization VI\Cache
yes, but it's not a simple task, see some of the scenarios.Is it possible to add a new command to a unit?
<GameSpeeds>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<Name>LOC_GAMESPEED_STANDARD_NAME</Name>
<Description>LOC_GAMESPEED_STANDARD_HELP</Description>
<CostMultiplier>100</CostMultiplier>
<CivicUnlockMaxCost>100</CivicUnlockMaxCost>
<CivicUnlockPerTurnDrop>10</CivicUnlockPerTurnDrop>
<CivicUnlockMinCost>20</CivicUnlockMinCost>
</Row>
</GameSpeeds>
<GameSpeed_Turns>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>480</MonthIncrement>
<TurnsPerIncrement>75</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>300</MonthIncrement>
<TurnsPerIncrement>60</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>240</MonthIncrement>
<TurnsPerIncrement>25</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>120</MonthIncrement>
<TurnsPerIncrement>50</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>60</MonthIncrement>
<TurnsPerIncrement>60</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>24</MonthIncrement>
<TurnsPerIncrement>50</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>12</MonthIncrement>
<TurnsPerIncrement>120</TurnsPerIncrement>
</Row>
<Row>
<GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
<MonthIncrement>6</MonthIncrement>
<TurnsPerIncrement>60</TurnsPerIncrement>
</Row>
</GameSpeed_Turns>