Sid Meier's Civilization VI

Sid Meier's Civilization VI

TCS Free Walls for City-States
Počet komentářů: 73
Kalywien 10. dub. v 15.51 
doesn't work
Bluesky95 18. říj. 2024 v 14.27 
I restarted the game with the exact game seed and map seed and now I can restart the game that was initially at 108 turns with many razed cs by ai and now they will no razed with this mod I still retain the same exact map lol
Doc_Furtado 20. čvn. 2024 v 11.09 
There is a way to city states start the game, in medieval era, with medieval wall instead ancient walls?
Cobber 1. čvn. 2021 v 22.34 
@Temida:

All good, happens to the rest of us at times too, no need to give yourself a hard time about it as that won't help with anything anyway.
Temida 1. čvn. 2021 v 17.05 
Ok, thanks.
:steamthumbsup:
I didn't properly read description of CIVITAS City-States Expanded.
:steamfacepalm:
The following mods are included in City-States Expanded and thus incompatible:
CIVITAS North American City-States
p0kiehl's City States Vol. 1 - Assortment
p0kiehl's City States Vol. 2 - Mediterranean
TCS South American City-States
TCS Sri Lanka City-State Pack
TCS Canaanite City-State Pack 1
TCS Canaanite City-State Pack 2
TCS Pyu City-State Pack
TCS City-States Build Unique Improvements
TCS Free Walls for City-States


Cobber 1. čvn. 2021 v 16.48 
@Temida:

I'd say the code that is used in this mod to grant free ancient walls plus their upgrades to all city states was incorporated into the CIVITAS mod, but aside from that they wouldn't be the same, as CIVITAS has way ore functionality and features than this simple mod offers, as far as I know anyway.
Temida 1. čvn. 2021 v 8.07 
I know that, but is this mod same as in CIVITAS City-States Expanded?
Because of this efect: free wall upgrades in the appropriate era to city-states.
I know that thecrazyscotsman also taked a part in creating CIVITAS City-States Expanded.
=[NK]= Col. Jack O'Neil 1. čvn. 2021 v 7.52 
Yeah civitas has an option for walls
Temida 1. čvn. 2021 v 6.03 
Sorry for bothering you, but this mode is included in this one CIVITAS City-States Expanded?
=[NK]= Col. Jack O'Neil 24. dub. 2021 v 19.17 
@storm there's mods to give them flood barriers
Stormbringer 24. dub. 2021 v 14.23 
Now if City-States would just build Dams and Flood Barriers
NobleZarkon 25. bře. 2021 v 17.55 
Working fine for me :-)
DonnyPlant 5. úno. 2021 v 5.50 
Is this still working?
바닐라라떼 22. kvě. 2020 v 2.56 
Does this work with the 5 new city states in New Frontier?
Adriaman 22. dub. 2020 v 12.18 
I made a similar mod that gives free flood barriers to city-states:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2070582350
Laurana Kanan 1. dub. 2020 v 7.31 
@Firefly Banner - Not a bug, that's just the way it's coded.
Firefly Banner 1. dub. 2020 v 7.13 
I seem to have a bug:
The city-states *begin* with walls. As in, the second turn of the game - not when walls are researched.
xxx78 11. bře. 2020 v 5.45 
Nice mod.
How can I do this for major civs also?
I like all major civs to get city walls when entering classical era.
我要长犄角 10. úno. 2020 v 5.29 
城墙
Curitis 19. lis. 2019 v 19.38 
好东西
Adriaman 18. lis. 2019 v 14.17 
@eskanonen I am also interested in the flood barriers code!
Ingolenuru 30. říj. 2019 v 14.40 
Chat seems to indicate this mod works with the Sept patch. Great work. Thank you. :)
Cobber 13. říj. 2019 v 17.11 
@eskanonen: How did you go about getting code improvement to work? I'd be interested in learning how you did it for my own game use. Is there a particular modifier or line of code that you inserted somewhere in this mod's code and where did you insert it?
livi_doll 13. říj. 2019 v 11.36 
I changed your mod to work for flood barriers too! I find it incredibly frustrating to have all the city states flood with no way to help them out. Thanks for the framework! I have no idea how to write code for this game, but yours was nicely organized and I managed to reverse engineer what I needed.
savoir10 11. zář. 2019 v 20.07 
Re: Sept Patch. Mod seems to be working okay.
savoir10 19. čvn. 2019 v 22.06 
This mod appears to be working ok after June patch.
BKGamesPI 4. dub. 2019 v 20.37 
yes it is GS compatable and is needed IMO unless you exclusively play immortal and deity, since April patch added walls at those levels
Faysal 27. úno. 2019 v 15.48 
GS compatible?
taynet64 26. úno. 2019 v 14.27 
omg!!!! yes!! i am so sick of having half the city states destroyed before the beginning of the medieval era with a single slinger and a horseman!
=[NK]= Col. Jack O'Neil 18. úno. 2019 v 17.56 
Yes it's compatible and you could always increase the units that get added on stop steamrolling
Woof 18. úno. 2019 v 17.42 
Is this mod compatible with Stop Steamrolling City States? Neither mod seems to do much to stop the AI from a murder spree on Deity.
Mark Loring 18. úno. 2019 v 5.01 
Nice! :)
thecrazyscotsman  [autor] 18. úno. 2019 v 4.57 
v2 update: added official compatibility for GS (it was still compatible before, you just had to ignore the "incompatibility" warning).
savoir10 17. úno. 2019 v 22.01 
Early test seems to confirm this is working as intended with GS.
Mark Loring 17. úno. 2019 v 12.43 
Raven_2012 - as with the camera zoom mod you also mentioned this in, I didn't add it in under Properties, but I included the AffectsSaveGames code you mentioned, and it works. So you're 2 for 2 with this in my book. :)

<AffectsSavedGames>0</AffectsSavedGames>
<CompatibleVersions>1.2,2.0</CompatibleVersions>
Royal Raven 15. úno. 2019 v 21.28 
You probably need to add this code in the <Properties> area in .modinfo, so the mod doesn't get flagged as incompatible:
<CompatibleVersions>1.2,2.0</CompatibleVersions>

I believe the 1.2 in the code means it is backwards compatible. I notice some mods just have 2.0, but a lot have the 1.2,2.0. I assume to be backwards compatible for players who don't have GS.
:)
Royal Raven 15. úno. 2019 v 7.10 
I wonder if this is needed anymore, I can't say for sure on my end, but my first game, I didn't get one city state to fall from blood thirst civs going after CS. I might have got lucky, who knows.
Eva-kun 15. úno. 2019 v 3.40 
From what I seen and played, it's working as intended without an update.
savoir10 14. úno. 2019 v 22.07 
I have the mod in my own mod folder. Not under steams 289070 folder. Good to know for other mods though. Thanks.
=[NK]= Col. Jack O'Neil 14. úno. 2019 v 21.51 
You don't need to add that, you can just click use mod anyway when it notifies you it's not updated
savoir10 14. úno. 2019 v 21.32 
Not sure if this works, However if you want test this in GS. You will need to add <CompatibleVersions>2.0</CompatibleVersions> to the properties section of the modinfo file.
棒冰 14. úno. 2019 v 18.09 
Please update this :).thanks
=[NK]= Col. Jack O'Neil 13. úno. 2019 v 7.49 
I think most of these small mods won't need updated, unless gs updates the way mods need to be read, which I doubt. So unless gs changes what the mod is changing, it should be fine
thecraftybee 13. úno. 2019 v 7.09 
Do you foresee any issues with the launch of GS? Should I disable this mod whilst playing with the new expansion?
知白 23. led. 2019 v 5.12 
这是给城邦自动获得城墙的mod
UncleElias 10. srp. 2018 v 12.21 
Is there a way to only have the initial walls and not automatically adding the upgrades with each era?
Cobber 31. kvě. 2018 v 2.28 
@bennylf2: Try downloading and using a mod called TougherCityStates from Civfanatics forums, it gives extra starting units to city states, and you can customise the file to give more or less units if you know a bit about altering values in .xml files. Alternatively I know there's another similar mod here on the workshop but I cannot recall what its called which does basically the same thing as TougherCityStates.
bennylf2 30. kvě. 2018 v 22.10 
can you make city states more undefeatable?AI still can eliminate city states early...i really hate it.
savoir10 12. kvě. 2018 v 3.34 
Early testing has produced no issues with R&F and the Spring Patch. Has anyone noticed any problems so far?
Baradar67 8. bře. 2018 v 21.36 
Well then, might as well turn it back on. I unsubbed from pokiehl's Stop Steamrolling City States but just added it back. With that one I do turn down the number of free units he hands out so if a civ really wants to take one it can but it will burn a few units doing so.