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Really Advanced Setup Lite 2017-02-15

LeeS

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This Mod is compatible with the Rise and Fall Expansion and the Gathering Storm Expansion




Direct Downloading
See Post #2 for more info, but one coment:
in the table <RASL_Yields> explained below some Steam users were trying to give themselves like literally 10,000,000 starting gold and faith. There are limits to what the game will accept before it rejects the value and sets everything to '0'. While I try to find time to determine the exact upper limit and add code to address that in the mod, please don't try to give yourself more than like 50,000 starting gold and 1,000 or 2,000 starting Faith.
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:

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
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.
  6. As of the most-recent update to the mod, the additional units, gold, faith, civis, and techs are not applied until a player (human or AI) founds their capital city.

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
      • Starting Gold is capped at a maximum addition of 200,000 Gold
      • Starting Faith is capped at a maximum addition of 15,000 Faith
    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. You should not however attempt to give yourself Nuclear Weapons as these are not actually units as understood by the game's code. Nor should you give yourself Great People as a general rule because they may or may not work correctly so far as their usual Great Person Ability goes.
    • Do not state Air units. Just do not.
    • The code only looks within a 3-tile radius of the player's starting city 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 YIELD_CULTURE is best not stated in this table because of the way Civ6 treats both Culture and Science.
    • "YIELD_SCIENCE" will not cause the mod or the game to crash but the code of the mod will not do anything with "YIELD_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 state any technology except the random techs of the future era, as this will likely cause just erratic game behavior.
    • 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.


In order to provide easier use of the mod for users and easier updating when necessary, you can download this mod at this dropbox: https://www.dropbox.com/s/aua05wd3vkcrg83/Really Advanced Setup Lite Datas.zip?dl=0
  1. Download and extract the zipped file into your game's mods folder at ~\Documents\My Games\Sid Meier's Civilization VI\Mods
  2. Make your edits to the file RASL_GameSet-Up.xml within this second mod instead of the RASL_GameSet-Up.xml within the original mod
  3. Make sure this second mod is enabled
  4. Enable or Disable the Really Advanced Setup Lite mod as needed or desired to make the system provide the starting extras, or to stop doing so. This will not affect the Really Advanced Setup Lite Datas mod one way or another.
  5. Using this second Really Advanced Setup Lite Datas mod in tandem with the main Really Advanced Setup Lite mod will allow me to make updates to the main mod without in any way disturbing the data you have adjusted in the RASL_GameSet-Up.xml file in the new extra mod called Really Advanced Setup Lite Datas.
  6. In this way you will no longer need to worry about preserving your customized version of the RASL_GameSet-Up.xml file.
  7. All this second mod does is hold the data you want Really Advanced Setup Lite to implement. It does not contain the executing lua code.

Notes Regarding GS Civs:
  • Kupe won't work with this mod properly for land units because as a general rule there will be nowhere for those land units to go.
 
Last edited:

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
Location
Illinois, USA
List of Valid Units in the Base Game

Please note that with the release of Rise and Fall and Gathering Storm the lists of valid civilizations has expanded, and the list of valid Units, Civics, and Technologies will be a little different than that shown with additions made by the two expansions. Any of the valid Civilizations, Units, Civics and Technologies added by the expansion will work correctly so long as you remember to keep running Gathering Storm (for example) when you specify a civilization, unit, civic, or technology that is only valid under that expansion.

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:

PYITE

Prince
Joined
Dec 14, 2016
Messages
395
Very Nice. Thank you!!

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

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
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.
 

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:

Cyb3r Fuse

Chieftain
Joined
Feb 25, 2017
Messages
2
Location
Honolulu, Hawaii
This is the file that was the problem and the fixed file.
Hope this helps.
 

Attachments

  • RASL_GameSet-Up Problem.xml
    6.2 KB · Views: 361
  • RASL_GameSet-Up Fixed.xml
    6.3 KB · Views: 472

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
Location
Illinois, USA
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.
 

JustNilt

Chieftain
Joined
Apr 4, 2012
Messages
7
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. :)
 

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:

DrDraker

Chieftain
Joined
Jun 22, 2012
Messages
28
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
 

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
Location
Illinois, USA
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"
 

Vertria

Chieftain
Joined
Mar 7, 2017
Messages
4
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
 

Vertria

Chieftain
Joined
Mar 7, 2017
Messages
4
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
 

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
Location
Illinois, USA
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.

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One question, two words.

Nukes, how?
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
 
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