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Training Barracks mod

Ok, when I got desperate I load the original files unto a MOD (not custom assets), and it didn't work!! Barracks acted just like normal! I don't know what's wrong but I dno't think I'll ever be able to play it :cry:

Thanks Roger for answering my questions anyway
 
Fachy,

I'm sorry I wasn't able to help you get it to work. Actually, it is a pretty simple mod. If you look over the code you can probably implement it yourself in any other mod file you have that is working. If you have any other mod that uses the same event onBeginPlayerTurn() you could just move my code there and it should work. As to why it didn't work when you loaded it as I mod, I really can't say. Of course, when you load a mod the program also loads your custom assets after that for all files that weren't loaded in the mod so it might be the case that the conflicting file was still being loaded after you loaded the mod. When I want to play a mod I always zip up my customassets and then delete the folder (which is a pain so I don't do it often)

Roger Bacon
 
I don't know if that's the case, but I think that MODS overpower ASSETS in general. Otherwise, if there's some code in my other mods which is preventing it from working, that means that I can't play both of them together
 
Roger stupid question here: The files you posted initially, do they contain this mod alone or other mods included? I'm still confused about the 6kb vs 10kb file
 
Fachy said:
Roger stupid question here: The files you posted initially, do they contain this mod alone or other mods included? I'm still confused about the 6kb vs 10kb file

The training barracks was my first mod so the files are just for that. There is nothing else included.

Roger Bacon
 
So the 4 KB difference of CVCustomEventManager is solely for it? I'm asking coz the one you posted for me was 4 or 5 KB.. so where did the rest of the 10 KB go?
 
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