Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Funny thing, I actually did notice during today's session that no matter what cards/governors you are using - if a barbarian clan steals your 1 charge left builder, and you ransom him the charges reset to default 3 even if the builder started with 5-6 charges. I was aware it resets but I only found out it resets to global default not your default today. Maybe They never thought to implement it in a more flexible way and just left it like that.
There's a method Unit:GetBuildCharges() and it correctly returns 5 for example, but there is no corresponding Unit:SetBuildCharges.
I've tried using Unit:SetBuildCharges which crashes and Unit:ChangeActionCharges, Unit:SetActionCharges, Unit:SetProperty and nothing seems to work.
Unless I'm missing something this does not seem possible to implement.
https://sukritact.github.io/Civilization-VI-Modding-Knowledge-Base/Unit
I might look into it but I don't have that much time. I'm not even sure how to mod the game normally and how to debug mods. After I opened the development tools I gave up and just hacked it a bit to reupload without the tools.
Both this and the original works fine with the mods we have so I'd assume people saying it doesn't work either have the mod corrupted (I've seen some post somewhere that removing the mod fully and then resubscribing fixes this issue) or some other mod modifies the same files and makes this one not work. I don't think it's an issue with the mod itself.
About the builder charges, I did check the code if it's a simple fix and stumbled upon:
-- The lucky guy will get exact the same unit... but new and shiny...
Maybe the modder intended for this behavior.
I might look into it but I can't promise anything.