Real Building Upgrades

Real Building Upgrades 4.1.3

and for some coherence,you could add the chateau update... it's an idea
Chateau is an improvement not a building. Technically there is no possibility to built two improvements in 1 tile. You have to remove an old one and build a new one (like a new Chateau). Not sure if this can be called 'upgrade' :)
 
@Godzicraft civ Done. I attached a version here for you, so you can check if everything's ok. You have to load to Mods folder and just to be safe - unsubscribe from Steam. Let me know if it's ok and then I will officially release it to Steam.
Also, (just to make sure since I don't speak French at all) I've noticed that sometimes you use different words for the upgrade than a building. Pls confirm that it's ok.
- quartiers residentiels vs. maison de rencontre
- barraquements vs. caserne
- l'etable vs. ecurie
- madrasa vs. Medersa
- murs vs. remparts
- moulin vs. moulin a eau
- l'arcne vs. arena
- l'eglise en bois vs. Stavkirke
- spatioport vs. complex portoire
- l'usine vs. atelier
The right column are original french game names (singular).
You missed Lighthouse Upgrade.
If you want to change something, just post translations here, do not send xml anymore.
 

Attachments

the originals transation are right,sorry for my miss ( for exemple mur and remparts have the same sens, but i missed what word is used in game) and lighthouse is: phare
 
Infixo updated Real Building Upgrades with a new update entry:

Version 1.2 French update, Balance tweaks

Version 1.2
French version thanks to Godzicraft!
Balance tweaks for AI to better evaluate the upgrades:
- Palace - cost 150 (was 100)
- Walls upgrades give +20 hp (was +25 hp) and have maintenance costs aligned with level (1/2/3)
- Factory, Electronic Factory and Madrasa - maint. cost 3 (was 2)
- Power Plant and Research Lab - maint. cost 4 (was 3)
- Lighthouse and Shrine - added Regional effect, cost increased a little
- Amphitheater and Library - Amenites +1 (was 0)
- Workshop - Housing +1...

Read the rest of this update entry...
 
Is it only me, or some of the bonuses for improvements (e.g. production from pastures provided by upgraded stable) is not working properly? I do not see an additional cog on the tile, neither can I see that bonus in city production details.
 
Hello and thank you for your mod.
I really want to use this mod together with Lee's Buildings are fun one, but it seems to be a problem with the mod load order. I tried to look in the modinfo, but I couldn't find any load order. Does it mean that the mod loads last?
Where should I add the load order lines to make sure that it loads before Lee's mod, which has a load order of -1 for its dependency, 100 for one component and 15000 for another?

Thank you.
Have a beautiful Saturday!
 
@Edward2017 RBU doesn't use any specific Load Order settings. It means that it loads in default order, just as other mods. What kind of problem do you have with Lee's mod? RBU is quite well "self-contained" and shouldn't conflict with other mods as long as they don't modify the main Buildings table. If Lee's mod alters this table - you'll have an error.
 
Real Building Upgrades fails when Buildings Are Fun is also enabled because Buildings Are Fun adds a column to table Buildings (just as the most recent patch did) so your SQL command generates an error because you have only X columns defined for a table with X+1 columns.

This is why it is important to always state the column-names you are writing to in an insert statement: it ensures that no future update to the game (other than the removal of a column from the game like civ5's Gods & Kings did) will negatively impact your mod. Nor will insertion in other mods of new column-names into the database for the table you are writing to affect your code. Firaxis was infamous throughout the lifecycle of civ5 for adding new column-names to basic tables like "Buildings" as part of patches, and in civ6 they seem to be following in that tradition.

This fixed the issue pre-patch, and would allow you to remove any data for the extra Buildings column Firaxis added in the patch if you are not using it

Code:
-- New buildings
INSERT INTO Buildings  -- do we need a list of fields???
	(BuildingType, Name, PrereqTech, PrereqCivic, Cost, MaxPlayerInstances, MaxWorldInstances, Capital, PrereqDistrict, AdjacentDistrict, Description, RequiresPlacement,
		RequiresRiver, OuterDefenseHitPoints, Housing, Entertainment, AdjacentResource, Coast, EnabledByReligion, AllowsHolyCity, PurchaseYield, MustPurchase,
		Maintenance, IsWonder, TraitType, OuterDefenseStrength, CitizenSlots, MustBeLake, MustNotBeLake, RegionalRange, AdjacentToMountain, ObsoleteEra,
		RequiresReligion, GrantFortification, DefenseModifier, InternalOnly, RequiresAdjacentRiver, Quote, QuoteAudio, MustBeAdjacentLand, AdvisorType,
		AdjacentCapital, AdjacentImprovement )
SELECT
	'BUILDING_'||BType||'_UPGRADE',
	'LOC_BUILDING_'||BType||'_UPGRADE_NAME',
	CASE WHEN PTech IS NULL THEN NULL ELSE 'TECH_'||PTech END,
	CASE WHEN PCivic IS NULL THEN NULL ELSE 'CIVIC_'||PCivic END,
	UCost, -1, -1, 0,  -- Cost, MaxPlayerInstances, MaxWorldInstances, Capital (PALACE!)
	'DISTRICT_'||PDist, NULL,
	'LOC_BUILDING_'||BType||'_UPGRADE_DESCRIPTION',
	0, 0, NULL, 0, 0, NULL, NULL, -- RequiresPlacement, RequiresRiver, OuterDefenseHitPoints, Housing, Entertainment, AdjacentResource, Coast
	0, 0, -- EnabledByReligion, AllowsHolyCity, 
	'YIELD_GOLD', 0,  -- PurchaseYield, MustPurchase
	UMain, 0, NULL, 0, NULL,  -- Maintenance, IsWonder, TraitType, OuterDefenseStrength, CitizenSlots
	0, 0, 0, 0, 'NO_ERA', 0,  -- MustBeLake, MustNotBeLake, RegionalRange, AdjacentToMountain, ObsoleteEra, RequiresReligion
	0, 0, 0, 0, NULL, NULL, 0,  -- GrantFortification, DefenseModifier, InternalOnly, RequiresAdjacentRiver, Quote, QuoteAudio, MustBeAdjacentLand
	CASE WHEN Advis IS NULL THEN NULL ELSE 'ADVISOR_'||Advis END, 0, NULL  -- AdvisorType, AdjacentCapital, AdjacentImprovement
FROM RBUConfig;
 
Back
Top Bottom