Yeah, that's what I assume. I was thinking moreso in terms of code not working as one would expect and it causing problems in the future. But admittedly it does seem unlikely that the number would ever be increased (especially since it's hard-coded as macro), and anything else would involve rewriting that code anywayIt's already expected that we can get repeated rewards every 3 ruins.
If anyone knows, please let me know. I remember there were issues with the restart button in the past.If I push the restart button, does it remember map settings like world age, sea level, etc? Also, is there a way for the game to somehow remember these settings when I set up another game?
Fully working I use it every game. It is the answer to your prayersI think there was a mod called Really Advanced Setup that did what you described and more. Not sure it is up to date and working.
Really I cannot understad how can that happens:
I have my Warrior unit an Alert position on an ancient ruin
View attachment 689720
On next turn the American Pathfinder pushed aside my unit and took the Ancient ruin
View attachment 689721
????????? AI cheats? JFD's United States mod can do that?
Actually, the yields for that building are added in SQL as well, specifically in "Database Changes/City/Buildings/BuildingChanges.sql" starting at the line 1948. The yields are inserted into the "Helper" table, which is then used in the next INSERT that creates the building's rows in the table.I'm sorry for the dumb question, but does anyone know what determines the order in which the vox populi mod files run? I have been trying to alter the Scrivener's office yields per ally. I inserted the below SQL in the Vox Populi National wonder changes file:
UPDATE Building_YieldPerAlly
SET YieldType = 'YIELD_PRODUCTION'
WHERE BuildingType = 'BUILDING_COURT_SCRIBE' AND YieldType = 'YIELD_FAITH';
but it doesn't take. I think it's because the xml that creates the Court Scribe building runs after the SQL file that I inserted the above code in. Does anyone have any suggestions?
There is two things : VP and EUI.
Vox Populi is only a mod ; if you don't load it, it won't change anything.
EUI act as a DLC, meaning it is ON by default. You must go to your DLC folder (out game) and remove it temporarily (I have a copy in "Document")
UPDATE Defines SET Value = 45 WHERE Name = 'BARBARIAN_MAX_XP_VALUE';
TYYYMODS\(2) Vox Populi\Database Changes\DefineChanges.sql
Find this line:Code:UPDATE Defines SET Value = 45 WHERE Name = 'BARBARIAN_MAX_XP_VALUE';
Set to -1 and save the file.