criZp
Deity
You don't have to code it yourself thought? Just reuse it, no?
Hello, I am trying to make a custom civilization whose unique ability grants them a free scout when starting their first city - just like how the Maori get a builder on their first city.
I've looked through the game files and found that the Maori's unique ability is handled with
I was wondering if anyone knew where the requirement set "PLAYER_HAS_ONE_CITY" is handled in the games files so that I could take a look at how it was configured and set it up myself since my attempts at coding the requirement set by myself have failed. Cheers!Code:<ModifierId>BUILDER_PRESETTLEMENT</ModifierId> <ModifierType>MODIFIER_PLAYER_BUILT_CITIES_GRANT_FREE_UNIT</ModifierType> <SubjectRequirementSetId>PLAYER_HAS_ONE_CITY</SubjectRequirementSetId>
@criZp is correct. You can just reuse it without needing to worry about re-defining it. It is the BUILDER_PRESETTLEMENT ModifierId you need to look at in both tables Modifiers and ModifierArguments to create a copy with a new ModifierId name and an edit in table ModifierArguments to give a free scout instead of a free builder.You don't have to code it yourself thought? Just reuse it, no?
The RequirementSet, its Requirement, etc., is all defined in file Expansion2_Leaders.xml within the same folder.C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\Data\Expansion2_Leaders_Major.xml
Hello, I am trying to make a custom civilization whose unique ability grants them a free scout when starting their first city
Thank you so much! I already had the BUILDER_PRESETTLEMENT new modifierId figured out and configured, I just needed to know where the requirements of the requirement set were defined.@criZp is correct. You can just reuse it without needing to worry about re-defining it. It is the BUILDER_PRESETTLEMENT ModifierId you need to look at in both tables Modifiers and ModifierArguments to create a copy with a new ModifierId name and an edit in table ModifierArguments to give a free scout instead of a free builder.
The place to look at the way the BUILDER_PRESETTLEMENT ModifierId is defined isThe RequirementSet, its Requirement, etc., is all defined in file Expansion2_Leaders.xml within the same folder.
code in SQL, to test and tweak:any way to decrease units overall max hitpoints? or make units do more damage to each other in general?
From what I know, two units of equal strength attacking each other will take about 4 attacks for one or both of them to die. I'm trying to make that about 2.
UPDATE GlobalParameters SET Value = 48 WHERE Name = 'COMBAT_BASE_DAMAGE'; -- default = 24
UPDATE GlobalParameters SET Value = 24 WHERE Name = 'COMBAT_MAX_EXTRA_DAMAGE'; -- default = 12
much appreciated. What is combat_max_extra_damage though?code in SQL, to test and tweak:
(I was doing the opposite, ie longer combats, in my mod using 12/6)
I suppose, longer combats benefit the AI players?I was doing the opposite, ie longer combats, in my mod using 12/6
a = "text"
b = "text"
c = true
if a == b == c then
print("a == b == c")
else
print("nope")
end
a
b
c = true
if a == b == c then
print("a == b == c")
else
print("nope")
end
if ((a == b) == c) then
print("true")
else
print("false")
end
a = "text"
b = "text"
c = "text"
if a and b and c then
print("a == b == c")
else
print("nope")
end
a = "text"
b = 1
c = "text"
if a and b and c then
print("a == b == c")
else
print("nope")
end
if ((a and b) == c) then
if a == b == c then
a = "cheeseburgers"
if a then
print("boolean true")
else
print("boolean false")
end
I haven't been able to find a mod that does this: Is there any way to add Age points to a tech? I find that I get stuck with nothing that can pull me out of a Dark Age in the Information Era, and so I wanted Future Techs to give 1 Age point each. I'm not sure that's feasible...
Drat. I just found those two entries myself, and thought, "Blast, those Era moments are programmed from the Era side, not the Tech side."
So, I'd have to figure out a way to define a new Era Moment, and then find a way to make it trigger on each Future Tech researched, instead of firing as "first-in-era". Sounds like it would require working in the background programming like I did for Civ IV, which I'm not sure is even possible in VI. -sigh-
draco963 said:What about City Radius? I found the tag for max buy radius, but I'd like to change the max radius (currently 5). Any pointers? Thanks!