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Really Advanced Setup Lite 2017-02-15

Allows extra starting player techs, units, gold, faith, civics

  1. LeeS

    LeeS Imperator

    Joined:
    Jul 23, 2013
    Messages:
    5,140
    Location:
    Illinois, USA
    Direct Downloading
    See Post #2 for more info, but one coment:
    Mac Users
    • Please see these two posts on issues related to which text editor program you use. The defualt one that comes with Macs seems to be adding "formatted" characters rather than just direct ANSI character for "
     
    Last edited: Mar 10, 2017
    raen and Clubber Lang like this.
  2. LeeS

    LeeS Imperator

    Joined:
    Jul 23, 2013
    Messages:
    5,140
    Location:
    Illinois, USA
    Really Advanced Setup Lite
    (inspired by General Tso's Civ5 Really Advanced Set-up)​

    1. Allows specification of extra starting units, civics, techs, and certain of the 'yields'.
    2. Allows specification as to whether the extras are given to AI players or only to human players
    3. Allows specification as to whether the extras should be given only to "CIVILIZATION_ROME" for example.
    4. Allows specification as to what selected game starting era to apply the effects to.
      • so if you want to alter the game so that Rome would get two extra starting scouts if the game is started in the Medieval Era, you can do so.
    5. Specifications are made in an xml file rather than directly through a new "Advanced Start" user interface.
      • This may seem a bit difficult to use for people who are not familiar with xml editing, but given the current limitations on how the game is structured and what types of lua files can accomplish what, this is not an easy thing to "cure" with a new User Interface Menu.

    How You Use The Mod
    1. Unzip the mod
      • Steam Subscribers: If you subscribed to the mod on Steam, you do not need to unzip the mod nor move it anywhere. It will automatically be downloaded. However, the mod will not be fully downloaded until the first time you start a game after subscribing. So the first time you run the game after subscribing you will get the "example" settings I left in the mod.
        1. to find the mod you need to navigate to folder C:\Program Files (x86)\Steam\SteamApps\workshop\content\289070\870830735. This is where steam placed the mod when I subscribed to it. Unfortunately Steam is using long-winded numerical folder-names instead of simplifying by using the actual name of the mod for the name of the folder.
        2. 289070 appears to be the main "content" folder-number assigned by Steam to Civ6.
        3. this is all Steam and Firaxis stuff about which I as a mod-maker can do nothing
    2. Open file RASL_GameSet-Up.xml with a text editor such as Notepad.
    3. In this file you make edits to set-up the starting units, techs, civics, and yields you want to give
    4. The mod adds several new game-tables and it is in these new game-tables that you make your designations.
      1. <RASL_Units>
        • Allow you to specify extra starting units for a player
      2. <RASL_Yields>
        • Allow you to specify extra starting Faith or Gold for a player
      3. <RASL_CivicsStatus>
        • Allows you to specify extra Civics a player will start with
      4. <RASL_TechnologiesStatus>
        • Allows you to specify extra Technologies a player will start with
    5. The following columns are used commonly in all the new tables and are always used in the same way in all the new tables:
      • AIMajPlayer specifies whether to apply the affect to AI players.
        • AIMajPlayer="false" specifies that only the human player will be given the starting extra
        • AIMajPlayer="true" specifies that only AI major players will be given the starting extra. In this case every AI major player would be given the extra as a default.
          • Note that stating as this:
            Code:
            <Row --snips-- CivilizationType="CIVILIZATION_ROME" AIMajPlayer="true" />
            Would cause the extra to given only to Rome when Rome is being used as an AI but no other AI civilization would get the extra(s) stated.
        • if omitted, the code interprets as if the setting is AIMajPlayer="false"
      • EraType
        • As an example, EraType="ERA_ANCIENT" specifies that extra effect will only be given when the human starts the game in the Ancient Era.
        • The available eras the game has are:
          • ERA_ANCIENT, ERA_CLASSICAL, ERA_MEDIEVAL, ERA_RENAISSANCE, ERA_INDUSTRIAL, ERA_MODERN, ERA_ATOMIC, ERA_INFORMATION
        • if omitted, the code interprets as if the setting is EraType="ERA_ANCIENT"
      • CivilizationType
        • CivilizationType="CIVILIZATION_ROME" specifies that only the Roman civilization will be given the starting extra
        • You can leave off stating anything for CivilizationType and the code will apply the extra for any civ, so long as the setting of AIMajPlayer applies properly for that player.
        • if omitted, the code interprets as if the setting is CivilizationType="NULL", meaning nothing will be done to tie the extra to a specific civilization
    6. Table <RASL_Units> allows you to state the extra starting units you want. See This example:
      Code:
      <RASL_Units>
      	<Row UnitType="UNIT_SCOUT" NumberExtraUnits="1" AIMajPlayer="false" EraType="ERA_ANCIENT"/>
      	<Row UnitType="UNIT_SCOUT" NumberExtraUnits="2" AIMajPlayer="false" EraType="ERA_CLASSICAL"/>
      	<Row UnitType="UNIT_BUILDER" NumberExtraUnits="1" CivilizationType="CIVILIZATION_ROME" AIMajPlayer="false" EraType="ERA_ANCIENT"/>
      </RASL_Units>
      This is set-up so that the human player will get 1 extra starting Scout when the game is started in the Ancient Era, and two extra starting scouts when the game is started in the Classical Era. It also specifies that the player must be the human (ie, not an AI Major Player).

      Rome when being used by the human player will also get an extra starting builder unit when the game is started in the Ancient Era. This extra starting Builder unit will NOT be given when Rome is being used as an AI player (AIMajPlayer="false").

      Exclusions For What Works and Additional Notes:
      • Land and Sea units will work with the code
      • Do not state Air units for the code. The code places the extra units before there are any cities, so in this case there would be no place for air units to go
      • The code only looks within a 3-tile radius of the player's starting location for valid plots to place the stated units. It then randomly selects a plot from those valid for the unit.
        • If there are no sea plots within this 3-tile range, extra starting sea units will be skipped.
        • If there are no more remaining valid plots for unit-placement, but more units needs to be placed, these remaining units will be skipped.
    7. Table <RASL_Yields> allows you to state the extra starting yields you want. See This example:
      Code:
      <RASL_Yields>
      	<!--<Row YieldType="YIELD_GOLD" StartingExtraValue="75" AIMajPlayer="false" EraType="ERA_ANCIENT"/>-->
      	<!--<Row YieldType="YIELD_FAITH" StartingExtraValue="26" AIMajPlayer="false" EraType="ERA_ANCIENT"/>-->
      	<Row YieldType="YIELD_FAITH" StartingExtraValue="26" CivilizationType="CIVILIZATION_ROME" AIMajPlayer="false" EraType="ERA_ANCIENT" />
      </RASL_Yields>
      These symbols at the start of a line <!-- and the end of a line --> make the line into a comment, so the first two lines are just there for examples of other types of data you can designate, but they won't actually be executed.

      This line:
      Code:
      <Row YieldType="YIELD_FAITH" StartingExtraValue="26" CivilizationType="CIVILIZATION_ROME" AIMajPlayer="false" EraType="ERA_ANCIENT" />
      Specifies that Rome will start with an extra 26 Faith points if Rome is being used by the human player and the game is started in the Ancient era.
      • You should generally only state YIELD_GOLD and YIELD_FAITH for this table.
      • You can state YIELD_CULTURE for example, but both YIELD_CULTURE and YIELD_SCIENCE are best not stated in this table because of the way Civ6 treats both Culture and Science.
      • For Culture and Science, you instead state the Civics or Techs you want the player to start with or to start semi-completed, in the tables that follow.
    8. Table <RASL_CivicsStatus> allows you to state the extra starting Civics you want. You do not need to state a row for any civic you do not want to give or partially-complete at the start of the game for the player/players.
      • You can specify any number of Civics
      • You can specify for an individual Civic whether it should be completed at the start of the game, or partially-completed, and to what % it is partially completed.
      • If you specify that any Civic is to be completed on game-start, the Code of Laws civic will also automatically be completed for that player. This is to ensure oddball conditions where the game wants you to select your policies occurs, but you do not have enough policies to fill the available open policy slots.
      See This example:
      Code:
      <RASL_CivicsStatus>
      	<Row CivicType="CIVIC_CRAFTSMANSHIP" Value="100"  AIMajPlayer="false" EraType="ERA_ANCIENT" />
      	<Row CivicType="CIVIC_MILITARY_TRADITION" Value="50"  AIMajPlayer="false" EraType="ERA_ANCIENT" />
      	<Row CivicType="CIVIC_FOREIGN_TRADE" Finish="true" CivilizationType="CIVILIZATION_ROME" AIMajPlayer="false" EraType="ERA_ANCIENT" />
      </RASL_CivicsStatus>
      1. Value is a percentage of completion of the Civic at game start.
        • When set to 100 or greater, the Civic is pre-completed for the player
        • When set to 0, the entry is ignored
      2. Finish is a true/false setting that specifies whether to complete the Civic for the player at the start of the game. When set to "false', nothing happens.
      3. Never give a setting for both "Value" and "Finish" for the same "Row".
    9. Table <RASL_TechnologiesStatus> allows you to state the extra starting Technologies you want. You do not need to state a row for any technology you do not want to give or partially-complete at the start of the game for the player/players.
      • You can specify any number of Technologies
      • You can specify for an individual Technology whether it should be completed at the start of the game, or partially-completed, and to what % it is partially completed.
      See This example:
      Code:
      <RASL_TechnologiesStatus>
      	<Row TechnologyType="TECH_POTTERY" Finish="true" AIMajPlayer="false" EraType="ERA_ANCIENT"  />
      	<Row TechnologyType="TECH_MINING" Finish="true"  AIMajPlayer="false" EraType="ERA_ANCIENT" />
      	<Row TechnologyType="TECH_IRRIGATION" Value="0"  AIMajPlayer="false" EraType="ERA_ANCIENT" />
      	<Row TechnologyType="TECH_ANIMAL_HUSBANDRY" Finish="true" CivilizationType="CIVILIZATION_ROME" AIMajPlayer="false" EraType="ERA_ANCIENT" />
      </RASL_TechnologiesStatus>
      1. Value is a percentage of completion of the Technology at game start.
        • When set to 100 or greater, the Technology is pre-completed for the player
        • When set to 0, the entry is ignored
      2. Finish is a true/false setting that specifies whether to complete the Technology for the player at the start of the game. When set to "false', nothing happens.
      3. Never give a setting for both "Value" and "Finish" for the same "Row".
    10. Any of the four tables described can be omitted and any of the four can be set to not having anything stated within them, such as doing like this for the extra starting units:
      Code:
      <RASL_Units>
      </RASL_Units>
    11. The file RASL_GameSet-Up.xml contains additional instructions and info on setting up the tables.
    12. Once you have made the designations you want within file RASL_GameSet-Up.xml, save the changes and exit your editor program.
    13. Make sure the mod is placed within folder ~\Documents\My Games\Sid Meier's Civilization VI\Mods so that the game can find it. Currently the way the modding system works the mod should automatically be enabled and running from this point onwards.
      1. Steam Subscribers: If you subscribed to the mod on Steam you do not need nor do you want to move the mod from where Steam placed it. It will not (as mentioned in #1 above) be located in the game's MODS folder.
      2. You can always go into the game's "Additional Content" menu and disable the mod.
    14. Never make any changes to the code of the mod in any file besides the RASL_GameSet-Up.xml file.
     
    Last edited: Mar 7, 2017
  3. LeeS

    LeeS Imperator

    Joined:
    Jul 23, 2013
    Messages:
    5,140
    Location:
    Illinois, USA
    List of Valid Units in the Base Game
    Spoiler Units List :
    • This is in the base game and does not include Units added by the DLC
    • As a general rule you should probably not give great people as extra starting units as this could cause a severe game imbalance. For purposes of mod-testing, though, I cannot see a reason why this should not work.
    • Air units won't work because there is nowhere for them to go at the point in the game when the units are generated
    Code:
    UNIT_SETTLER
    UNIT_BUILDER
    UNIT_TRADER
    UNIT_MISSIONARY
    UNIT_APOSTLE
    UNIT_INQUISITOR
    UNIT_ARCHAEOLOGIST
    UNIT_SPY
    UNIT_NATURALIST
    UNIT_GREAT_GENERAL
    UNIT_GREAT_ADMIRAL
    UNIT_GREAT_ENGINEER
    UNIT_GREAT_MERCHANT
    UNIT_GREAT_PROPHET
    UNIT_GREAT_SCIENTIST
    UNIT_GREAT_WRITER
    UNIT_GREAT_ARTIST
    UNIT_GREAT_MUSICIAN
    UNIT_SCOUT
    UNIT_RANGER
    UNIT_WARRIOR
    UNIT_SPEARMAN
    UNIT_SWORDSMAN
    UNIT_PIKEMAN
    UNIT_MUSKETMAN
    UNIT_INFANTRY
    UNIT_AT_CREW
    UNIT_TANK
    UNIT_MECHANIZED_INFANTRY
    UNIT_MODERN_AT
    UNIT_MODERN_ARMOR
    UNIT_SLINGER
    UNIT_ARCHER
    UNIT_CROSSBOWMAN
    UNIT_FIELD_CANNON
    UNIT_MACHINE_GUN
    UNIT_HORSEMAN
    UNIT_CAVALRY
    UNIT_HELICOPTER
    UNIT_CATAPULT
    UNIT_BOMBARD
    UNIT_ARTILLERY
    UNIT_ROCKET_ARTILLERY
    UNIT_HEAVY_CHARIOT
    UNIT_KNIGHT
    UNIT_BATTERING_RAM
    UNIT_SIEGE_TOWER
    UNIT_MEDIC
    UNIT_OBSERVATION_BALLOON
    UNIT_MILITARY_ENGINEER
    UNIT_ANTIAIR_GUN
    UNIT_MOBILE_SAM
    UNIT_GALLEY
    UNIT_QUADRIREME
    UNIT_IRONCLAD
    UNIT_CARAVEL
    UNIT_FRIGATE
    UNIT_PRIVATEER
    UNIT_BATTLESHIP
    UNIT_SUBMARINE
    UNIT_AIRCRAFT_CARRIER
    UNIT_DESTROYER
    UNIT_NUCLEAR_SUBMARINE
    UNIT_MISSILE_CRUISER
    UNIT_BIPLANE
    UNIT_FIGHTER
    UNIT_BOMBER
    UNIT_JET_FIGHTER
    UNIT_JET_BOMBER
    UNIT_BARBARIAN_HORSEMAN
    UNIT_BARBARIAN_HORSE_ARCHER
    UNIT_BARBARIAN_RAIDER
    UNIT_EGYPTIAN_CHARIOT_ARCHER
    UNIT_GREEK_HOPLITE
    UNIT_SCYTHIAN_HORSE_ARCHER
    UNIT_SUMERIAN_WAR_CART
    UNIT_ENGLISH_REDCOAT
    UNIT_ENGLISH_SEADOG
    UNIT_SPANISH_CONQUISTADOR
    UNIT_AMERICAN_ROUGH_RIDER
    UNIT_AMERICAN_P51
    UNIT_ROMAN_LEGION
    UNIT_JAPANESE_SAMURAI
    UNIT_NORWEGIAN_BERSERKER
    UNIT_NORWEGIAN_LONGSHIP
    UNIT_RUSSIAN_COSSACK
    UNIT_INDIAN_VARU
    UNIT_KONGO_SHIELD_BEARER
    UNIT_ARABIAN_MAMLUK
    UNIT_FRENCH_GARDE_IMPERIALE
    UNIT_GERMAN_UBOAT
    UNIT_BRAZILIAN_MINAS_GERAES
    UNIT_CHINESE_CROUCHING_TIGER

    List of Valid Civics in the Base Game
    Spoiler Civics List :
    Code:
    CIVIC_CODE_OF_LAWS
    CIVIC_CRAFTSMANSHIP
    CIVIC_FOREIGN_TRADE
    CIVIC_MILITARY_TRADITION
    CIVIC_STATE_WORKFORCE
    CIVIC_EARLY_EMPIRE
    CIVIC_MYSTICISM
    CIVIC_GAMES_RECREATION
    CIVIC_POLITICAL_PHILOSOPHY
    CIVIC_DRAMA_POETRY
    CIVIC_MILITARY_TRAINING
    CIVIC_DEFENSIVE_TACTICS
    CIVIC_RECORDED_HISTORY
    CIVIC_THEOLOGY
    CIVIC_NAVAL_TRADITION
    CIVIC_FEUDALISM
    CIVIC_CIVIL_SERVICE
    CIVIC_MERCENARIES
    CIVIC_MEDIEVAL_FAIRES
    CIVIC_GUILDS
    CIVIC_DIVINE_RIGHT
    CIVIC_EXPLORATION
    CIVIC_HUMANISM
    CIVIC_DIPLOMATIC_SERVICE
    CIVIC_REFORMED_CHURCH
    CIVIC_MERCANTILISM
    CIVIC_THE_ENLIGHTENMENT
    CIVIC_COLONIALISM
    CIVIC_CIVIL_ENGINEERING
    CIVIC_NATIONALISM
    CIVIC_OPERA_BALLET
    CIVIC_NATURAL_HISTORY
    CIVIC_SCORCHED_EARTH
    CIVIC_URBANIZATION
    CIVIC_CAPITALISM
    CIVIC_CONSERVATION
    CIVIC_MASS_MEDIA
    CIVIC_MOBILIZATION
    CIVIC_NUCLEAR_PROGRAM
    CIVIC_IDEOLOGY
    CIVIC_SUFFRAGE
    CIVIC_TOTALITARIANISM
    CIVIC_CLASS_STRUGGLE
    CIVIC_COLD_WAR
    CIVIC_PROFESSIONAL_SPORTS
    CIVIC_CULTURAL_HERITAGE
    CIVIC_RAPID_DEPLOYMENT
    CIVIC_SPACE_RACE
    CIVIC_GLOBALIZATION
    CIVIC_SOCIAL_MEDIA

    List of Valid Technologies in the Base Game
    Spoiler Technologies List :
    Code:
    TECH_ADVANCED_BALLISTICS
    TECH_ADVANCED_FLIGHT
    TECH_ANIMAL_HUSBANDRY
    TECH_ARCHERY
    TECH_ASTROLOGY
    TECH_ASTRONOMY
    TECH_BALLISTICS
    TECH_BANKING
    TECH_BRONZE_WORKING
    TECH_CARTOGRAPHY
    TECH_CELESTIAL_NAVIGATION
    TECH_CHEMISTRY
    TECH_COMBINED_ARMS
    TECH_COMBUSTION
    TECH_COMPOSITES
    TECH_COMPUTERS
    TECH_CONSTRUCTION
    TECH_CURRENCY
    TECH_ECONOMICS
    TECH_EDUCATION
    TECH_ELECTRICITY
    TECH_ENGINEERING
    TECH_FLIGHT
    TECH_CASTLES
    TECH_FUTURE_TECH
    TECH_GUIDANCE_SYSTEMS
    TECH_GUNPOWDER
    TECH_HORSEBACK_RIDING
    TECH_INDUSTRIALIZATION
    TECH_IRON_WORKING
    TECH_IRRIGATION
    TECH_LASERS
    TECH_MACHINERY
    TECH_MASONRY
    TECH_MASS_PRODUCTION
    TECH_MATHEMATICS
    TECH_METAL_CASTING
    TECH_APPRENTICESHIP
    TECH_MILITARY_ENGINEERING
    TECH_STIRRUPS
    TECH_MILITARY_SCIENCE
    TECH_MILITARY_TACTICS
    TECH_MINING
    TECH_NANOTECHNOLOGY
    TECH_NUCLEAR_FISSION
    TECH_NUCLEAR_FUSION
    TECH_PLASTICS
    TECH_POTTERY
    TECH_PRINTING
    TECH_RADIO
    TECH_REPLACEABLE_PARTS
    TECH_RIFLING
    TECH_ROBOTICS
    TECH_ROCKETRY
    TECH_SAILING
    TECH_SANITATION
    TECH_SATELLITES
    TECH_SCIENTIFIC_THEORY
    TECH_SHIPBUILDING
    TECH_SIEGE_TACTICS
    TECH_SQUARE_RIGGING
    TECH_STEALTH_TECHNOLOGY
    TECH_STEAM_POWER
    TECH_STEEL
    TECH_SYNTHETIC_MATERIALS
    TECH_TELECOMMUNICATIONS
    TECH_THE_WHEEL
    TECH_WRITING

    List of Valid Major Civilizations in the Base Game
    • Custom modded Civs added by mods will also work so long as the mod that adds the civ loads into the game before this mod but mod loading order "forcing" is not at this point as reliable as we would all like it to be.
    Spoiler Major Civilizations List :
    Code:
    CIVILIZATION_AMERICA
    CIVILIZATION_ARABIA
    CIVILIZATION_BRAZIL
    CIVILIZATION_CHINA
    CIVILIZATION_EGYPT
    CIVILIZATION_ENGLAND
    CIVILIZATION_FRANCE
    CIVILIZATION_GERMANY
    CIVILIZATION_GREECE
    CIVILIZATION_INDIA
    CIVILIZATION_JAPAN
    CIVILIZATION_KONGO
    CIVILIZATION_NORWAY
    CIVILIZATION_ROME
    CIVILIZATION_RUSSIA
    CIVILIZATION_SCYTHIA
    CIVILIZATION_SPAIN
    CIVILIZATION_SUMERIA

    List of Valid Major Civilizations added so far by DLC
    • If you have the correct DLC for these civs you can state them
    • The various "civs" that are added when running scenarios are not listed.
    Spoiler Major Civilizations from DLC List :
    Code:
    CIVILIZATION_AZTEC
    CIVILIZATION_AUSTRALIA
    CIVILIZATION_POLAND
     
    Last edited: Mar 7, 2017
  4. PYITE

    PYITE Chieftain

    Joined:
    Dec 14, 2016
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    Gender:
    Male
    Very Nice. Thank you!!

    What happens if you enable a technology but not it's prerequisite techs?
     
  5. LeeS

    LeeS Imperator

    Joined:
    Jul 23, 2013
    Messages:
    5,140
    Location:
    Illinois, USA
    you get the technology but none of its prerequisites.

    you may also find the player propelled into a new era if for example you start the game in the ancient era and give a player a medieval era technology. The player would be getting the effect of being in the medieval era in this case but they won't get any additional techs simply because you gave them one far ahead of where they normally would be in terms of their progress through the tech tree.
     
  6. wbjgr

    wbjgr Chieftain

    Joined:
    Feb 17, 2017
    Messages:
    10
    good job

    Had it working for a while, now it works but if I edit it to change the civilization or some units/values, it just doesn't work. Nothing bad happens, the mod just doesn't take effect... idk what to do

    Lmao hang on it looks like I had a line of text that read

    CIVILIZATION_RENAISSANCE

    i dont think that is a valid civ XD

    It's working now but some of my units didn't spawn... ill take a look at it after i eat. good mod when it works, i'm sure it isnt ur fault it doesnt work tho, i dont know much about this sort of computer business
     
    Last edited: Feb 17, 2017
  7. LeeS

    LeeS Imperator

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  8. LeeS

    LeeS Imperator

    Joined:
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    Messages:
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  9. LeeS

    LeeS Imperator

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  10. Cyb3r Fuse

    Cyb3r Fuse Chieftain

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    This is the file that was the problem and the fixed file.
    Hope this helps.
     

    Attached Files:

  11. LeeS

    LeeS Imperator

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    Error in the game's Datbase.log from running the problem code:
    Code:
    [2076185.019] [Gameplay] ERROR: Invalid Reference on RASL_CivicsStatus.CivicType - "CIVIC_CIVIC_DRAMA_POETRY" does not exist in Civics
    Which comes from this within the code:
    Code:
    <Row CivicType="CIVIC_CIVIC_DRAMA_POETRY" Finish="true" AIMajPlayer="false" EraType="ERA_CLASSICAL" />
    Deleting the row for the extra builder here should not have been a problem unless the code you were actually trying to run had another fatal typo in it:
    Code:
    <Row UnitType="UNIT_BUILDER" NumberExtraUnits="2" AIMajPlayer="false" EraType="ERA_CLASSICAL"/>
    -------------------------------------

    Also as clarification just be aware any effects from a row that has
    Code:
    EraType="ERA_CLASSICAL"
    will only be implemented if you the human user start the game at the classical era via the game's advanced start menu for which era to begin the game in.
     
  12. JustNilt

    JustNilt Chieftain

    Joined:
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    I'm curious if you'd be able to add a method for granting experience or promotion levels to units at creation. If you don't wish to include it in the mod, no biggie. I'd just like the option to have scouts that have single movement points in forests and hills is all. :)
     
  13. DrDraker

    DrDraker Chieftain

    Joined:
    Jun 22, 2012
    Messages:
    28
    very nice job, thank you

    EDIT: it doesnt work when u change sometthing. game doesnt load and returns to main menu as soon as i activate this mod
     
    Last edited: Feb 28, 2017
  14. DrDraker

    DrDraker Chieftain

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    IYS NOT WORKING IF YOU CHANGE ANYTHING? THE GAME DOESNT LOAD, IT JUST SAYS START GAME FOR 1 SEC THDEN BACK TO MAIN MENU

    /sorry caps
     
  15. LeeS

    LeeS Imperator

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    you have a typo somewhere or an invalid reference. See reply #11 where I found Cyb3r Fuse's problem. the behavior you are describing is the behavior he had becasue of the typo. this is a behavior "baked in" by Firaxis. If I try to tell the game to use "CIVIC_QUATLOOS" (fdor example) in my xml somewhere, the game will return to the main menu as you are describing because "CIVIC_QUATLOOS" is an invalid reference to a Civic, and so the game does not know what to do with such a thing. Even a one-character mis-typo is enough to do it.

    "ERA_CLASICAL" would do it because it is missing an "S" in "CLASSICAL"
     
  16. Vertria

    Vertria Chieftain

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    One question, two words.

    Nukes, how?
     
  17. LeeS

    LeeS Imperator

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  18. Vertria

    Vertria Chieftain

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    I tried inputting them in all the currently available fields and didn't get anything. Wonder what's being missed... I mean, who doesn't want to start an Ancient Era game with 500k gold, faith, and 500 thermonuclear warheads costing you a buttton of gold a turn in maintenance? =3 Obviously giving yourself some submarines to go with said nukes...

    Which there is something else. I couldn't get planes to work, nor could I get great people to work very well. Planes just didn't appear at all, carriers given or not, and if I tried more than one great person it would eat up almost all of my "custom" units. Way around the great person thing, though, is a crapload of faith. Just buy 'em. xD
     
  19. Vertria

    Vertria Chieftain

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    Oh hey. I just came back to get the list of units and I just noticed a couple typos.

    UNIT_MILITARY_ENGINEE
    "UNIT_MISSILE_CRUISER
     
  20. LeeS

    LeeS Imperator

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    I fixed the typos and added a note about Air Units in the list of units. Air Units won't work because at the time the code generates the units, there is nowhere for Air units to go. I already had a note in the list of units that you should not as a general rule try to give yourself Great People except when using this mod to help ease teating some other mod.

    And if you read item #6 in the instructions it already specifically mentioned not to attempt adding Air Units.

    Air Units and Great People Units are shown in the list of valid units because I prefer to provide complete lists when I state that this is the list of valid X in the game.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------

    I looked into this again and I remember now why Nukes aren't included or implemented. They aren't Units, and they have the same sorts of issues as Air Units wrt somewhere to place Nukes.

    Nukes are actually WMDs in the game's code and use
    Code:
    <WMDs>
    	<Row WeaponType="WMD_NUCLEAR_DEVICE" Name="LOC_WMD_NUCLEAR_DEVICE_NAME" BlastRadius="1"
    		FalloutDuration="10" ICBMStrikeRange="12" AffectPopulation="true" AffectImprovements="true"
    		AffectBuildings="true" AffectUnits="true" AffectResources="true" AffectRoutes="true" Maintenance="14"/>
    	<Row WeaponType="WMD_THERMONUCLEAR_DEVICE" Name="LOC_WMD_THERMONUCLEAR_DEVICE_NAME" BlastRadius="2"
    		FalloutDuration="20" ICBMStrikeRange="15" AffectPopulation="true" AffectImprovements="true"
    		AffectBuildings="true" AffectUnits="true" AffectResources="true" AffectRoutes="true" Maintenance="16"/>
    </WMDs>
    Regular type units use table <Units> and designations of
    Code:
    <Row UnitType="UNIT_SETTLER" ....etc
     
    Last edited: Mar 7, 2017

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