Sid Meier's Civilization VI

Sid Meier's Civilization VI

Radiant Mountains and Deers
46 Comments
Queen Goblina 16 Jun, 2021 @ 4:16am 
Hey, since you seem quite good at script editing, can you explain to me how i would on my own, make a forest adjacent bonus, where if a forest (woods) is next to another one, they both get +1food, and so on, so big woods would become more adventageous (yeah i play without lumber mills)
phenyxasher 4 Nov, 2020 @ 1:54am 
Does not work with Oct Update.
pankazey 5 Feb, 2020 @ 6:11am 
Thanks! Kimu,I like your decision
initium 1 Oct, 2019 @ 2:09pm 
@Kimu - Disregard the last comment. I've just gone back into the game to check on a new mod and this mod is now listed as enabled. Anyone else reading this, then "Yay! Great news" for all the base game players :)
initium 1 Oct, 2019 @ 2:00pm 
@Kimu - Really hope you're in a better place now and are continuing with your great mods.
I have two question. I only have the base game with updates, including Sept 2019 and since then your mod is listed as non compatible, even for the base game.
Is it, or is this mod still payable in the base game, and if so how do I re-enable it as it seems to have been disabled automatically?
Shiroho  [author] 30 Sep, 2019 @ 12:52pm 
@Levalinou Thanks bro, It doesn't surprise me tbh, this mod should be conflicting with the whole big chapter they added on mountains with expansion you know (Unique constraint is 2 same variables existing at the same time which should not be). I don't even know if i can make it work again, make be jump on another idea i will see. But first im working on making my promotion mod work again : )
Nizou 30 Sep, 2019 @ 12:39pm 
I noticed a little bug, for when you'll be ble to continue modding :
DB
[2205913.032] [Gameplay] ERROR: UNIQUE constraint failed: Resource_YieldChanges.ResourceType, Resource_YieldChanges.YieldType
Modding.log
[2205913.010] UpdateDatabase - Loading RadiantMountainsAndDeers.sql
[2205913.032] Warning: UpdateDatabase - Error Loading SQL.
jjc12300 5 Jul, 2019 @ 9:39pm 
oh no I hope you're doing ok Kimu! I seriously love the heck out of your mods. they make the game so much fresher and obviously took a ton of time to write. and they never seem to give me compatibility issues tho I haven't tested them much since GS. even if I have to turn off GS to play them again I'll do!
(Rúna) 26 May, 2019 @ 8:24am 
Came to check compatibility with GS, but just want to say: Get well soon Kimu! All the best!
Palo 26 Feb, 2019 @ 12:22pm 
Works for deers but not strangely not for pastures since updated to GS.
zon 19 Feb, 2019 @ 4:02am 
seems working fine with GS - to get rid of the compatibility warning add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
Shiroho  [author] 19 Feb, 2019 @ 2:36am 
@Snk3ox Thanks for this mate ! Yeah the "not compatible" label is just a single line check somewhere in the code, like a signature from the modder which means he acknowledged the mod to be worked under expansion. People don't need to freak out about that message : ) Hope i will be back soon, take care !
DoGGstor 15 Feb, 2019 @ 11:43am 
Hello Kimu, can confirm it still works with GS, it's just labeled with the "no compatible" thing, anyone who uses it just ignore it and activate it, it works fine.
Shiroho  [author] 15 Feb, 2019 @ 7:35am 
I will type a general message here for news about new exp : I don't if my mods are fine with it, because i don't own it yet and don't know about the new data trees. Sad thing is i have no money for now to buy it, nor time to work on this because i have some serious health issues to solve before. let's hope i will be back the soonest possible and not in 5 month : / but make no worries, Civ 6 is still one of my top favourite games and it's a matter of time i get my hands on it. My mods were all created with lot of work and patience and with the goal to be as much compatible as they can, thus it means some of them could perform perfectly fine on this new expansion with me without needing me to do anything with their code and some others probably won't. Just test them and give me bug/glitches is there are until the day i come back.
Furoncrypto 3 Dec, 2018 @ 10:15pm 
Is there a way to expand the + food bonus to deer to all camp based resources like pigs and furs?
Royal Raven 11 Oct, 2018 @ 9:19am 
@Kimu, It's this mods that keeps me playing Civ 6. I think when CQUI isn't working, I usually take a break from the game, lol. CQUI is the first mod I look for when there is a update. Two of my main gripes of Civ 6 is the UI and the AI. I usually run a lot more mods to get Civ 6 the way I want it, while Civ 5, I run like 1 or 2 mods, if that.
Shiroho  [author] 11 Oct, 2018 @ 8:34am 
@Raven_2012 Yeah, but your point was not stupid though, i had a long reflexion on this. And yeah there are still a lot of active mod creators on civ6, because it's the civilization opus which need them the most to become perfect i would say. It's a bit hard, but we make our way ... i never saw as much as new mods than in the past month, lately with expansion and last updates we recieved more code to play with and i don't think it will stop anytime soon lol.
Royal Raven 11 Oct, 2018 @ 6:05am 
@Kimu, Yeah I forgot Camps did other things besides Deer. I just got back into the game after a very long break. It's good to see people are still making great mods.
Shiroho  [author] 11 Oct, 2018 @ 5:35am 
@Raven_2012 i know, what you pointed out is true, i thought a loooonnng time about it. In the first place i wanted to add food with camp, but then i realised that's not what the game logic wanted. For Firaxis, camps are more the result of craftmanship with materials produced from animals and it seems eating them is totally excluded of that "camp" process. And because you can't really eat elephants when you noticed the strengh they can provide you to domestic them, or eat foxes (even if you could physically, that meat is known to be strong, unhealthy and repulsive), making an exception for dear on camp improvement wasn't really a good solution so i chose to put that exception on resource, that's pretty clear that way and don't disrupt big game rules and follow the logic of all other resource. Realistically it would also mean you can have food by going to tile location and hunting them without requiring improvement. Seems all good to me.
Royal Raven 10 Oct, 2018 @ 3:32pm 
I really like this mod, a great idea and logical one too. So Deer get +1 food no matter what? It would be cool to get that +1 food when a player builds a Camp on the deer. I always thought when playing Civ 6 the Camp gave extra food when placed on a Deer. After a while I realized it was only Gold.
Shiroho  [author] 19 Aug, 2018 @ 8:23am 
@everettejb hehe glad you enjoy it : )
@TMM2002 Hey Californian fellow ! I advise you to read the full description of my mod, especially at a part called "boosted version of this mod", you will find what you need ; )
@北落紫霄 yes !
北落紫霄 19 Aug, 2018 @ 6:10am 
山脉为临近牧场提供+1粮
Miu 18 Aug, 2018 @ 5:33pm 
Being from California, I know that the mountains and hills surrounding the central valley in California creates a watershed which makes farming in the area easier due to the minerals carried from the mountains (by rivers and rainfall) which makes the soil more suitable for farming. It could be fair to add an adjacency bonus to farms next to mountains as well, maybe +1 per mountain tile.
everettejb 18 Aug, 2018 @ 11:55am 
amazing work on this mod it makes my tundra citys for when or if stuff goes wrong so much better
Aliatko 9 Aug, 2018 @ 5:57am 
Thank you very much, great work :dexsmile:
Shiroho  [author] 8 Aug, 2018 @ 9:12am 
@Aliatko My mod is also a complement of a mod that do what you just said. Please take a look and subscribe it aswell if you want that. Mine and this one will work together without conflict : D they are compatible : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1332269789&searchtext=mountain
Aliatko 7 Aug, 2018 @ 6:20am 
hello, great work and thank you very much

just my little idea :dexsmile:
can be added same bonus for mines and quarrys?
mines and quarrys adjacent to mountains +1 production
the mine in the mountains is better than a mine in the middle of the desert?

I am sorry for my English :dexsmile:
Shiroho  [author] 6 Aug, 2018 @ 3:15am 
@Trevalex absolutly not. At start, that's what i was thinking, it would have been even nicer i agree, but adjacency bonus's always stacks in civ6. Unless you know how to rewrite the game lua's files after getting them all (we can't access everything and i can tell you no one could, unless he worked at firaxis). The fact it's only targeting pasture was my idea to nerf it from stacking everywhere around like (+2 +2 +2 +3 +2 +1) if there is a moutain chain lol. Sorry mate.
@Jayrun10k thanks & Yw !
80 GeV 5 Aug, 2018 @ 4:03pm 
Is there a way for me to change a line in the mod so that the food bonus for ajdacency doesnt stack for each mountain tile? So just a flat +1 regardless of the number of mountains?
jayrun10k 5 Aug, 2018 @ 9:19am 
Great addittion, thank you.
Shiroho  [author] 5 Aug, 2018 @ 6:55am 
@LordPaptacular You're welcome ! N'joy : )
@Cocodrigo Thanks, it's np and useful for me aswell ! Glad to make some people happy
@Chevmech Thanks Mate !
LordPaptacular 4 Aug, 2018 @ 5:43am 
This is cool. Thx!
Cocodrigo 4 Aug, 2018 @ 3:55am 
Love the idea for this, thank you very much for developing it and for your mod's descriptions, really appreciate it!
Jin Tannis 3 Aug, 2018 @ 4:34pm 
You are a beast! Nice mod! Great support!
Shiroho  [author] 3 Aug, 2018 @ 3:20pm 
@Talley Glad to hear that : ) and je vous en prie ^ ^
Talley' 3 Aug, 2018 @ 11:37am 
Ah, this is the kind of mods I am looking for when playing Civ 6! Some more realism!

Merci beaucoup! :D
Shiroho  [author] 3 Aug, 2018 @ 8:14am 
@ Chimpan'G
Thanks mate ! : D
@ Aprophis101
Well xD im sorry if there are guys who don't like detailed description : p
@ A Suicidle Scotman
Np ! and yeah my pleasure aswell
@ Lady Crimson
It would be kinda easy to boost tundra and desert, but i also like myself the idea of surviving in hard environements. Though if i had more time, i would make some other additionnal new buildings that can help with that ... may be later ho knows...
chimp 3 Aug, 2018 @ 3:38am 
Nice work on this Kimu! :)
Aprophis101 2 Aug, 2018 @ 6:06pm 
love the way the description is set up. Wish more mods had lore to them
Emperor Cheesius Secundus 2 Aug, 2018 @ 1:43pm 
Kimu: Thanks, these are the kinds of mods i like. Hope you enjoy doing this
Crimson: i have a few mods that allow for farms and such on tundra. But yeah, desserts suck the fat one until oil is found.
Lady Crimson (RIP) 2 Aug, 2018 @ 1:32pm 
I agree with the logic, I've just always found mountains to be great spots due to the district bonuses, and the defensive capabilities.. but yeah realistically I agree with certain things being boosted.

Really dissapointed with how Tundra and Desert areas get kind of shafted personally.
Shiroho  [author] 2 Aug, 2018 @ 1:10pm 
@A Suicidle Scotsman : There should be no pbm, i took a look at his/her code, it's pretty straight forward and doesn't touch to the same mecanics i used (something with the mill i don't touch to that, and direct changements to tiles, i only did that with deers, which he/she doesn't touch, and for the the rest is adjacent tiles mecanics). In fact, they should work well together. if there are pastures added with this resourceful2 mod, they should be awarded aswell with the +1 per adjacent mountain when you build it thanks to this mod. N'joy !
Emperor Cheesius Secundus 2 Aug, 2018 @ 12:35pm 
thanks, hope it works out.
Shiroho  [author] 2 Aug, 2018 @ 12:02pm 
@andy3303 : Thank you~ !
@A Suicidle Scotsman : i didn't test this one, so i will take a look at it and come back to you asap.
Emperor Cheesius Secundus 2 Aug, 2018 @ 10:13am 
compatible with resources 2? I need that mod for some variety, but i also like your idea.
andy3303 1 Aug, 2018 @ 9:26pm 
great job! Much appreciation!