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That blank event flaw is caused by the custom modding itself from each unique mods involved.
These authors must generate both the moment images and SQL hooks ((--Sukritact's *Grand Canyon (147138224) does it as it should!--)) of such "FEATURE_(WONDER-NAMES)".
Secondly,
Take a look at Deliverator23's *Burj Khalifa* (1770703400) wonder files and assets necessary to validate both UI images and its Gameplay SQL tracker code. Without such references, the 'moments' (or + custom features, btw) can't push essential data into Civ6 components.
Even p0kiehl's *Temple of Poseidon* (1746376988) indicates what must be transferred to a custom SQL.
Same reasoning with Goody Huts except they flow within Vanilla hooks, in fact. That's *Firaxis* coding. ;)
So they should stack ? I don’t get them stacked, if I get two/three continued goody huts they’ll be displayed by two/three whole pictures next to each other. ( Though, that’s a nickpicking thing, historic ribbon fills itself rather quickly no matter what anyway ^^ )
Thanks for your answer.
And my pleasure, deserved compliment !
1) Modded Wonders aren't supported above the SQL limits of 282 by CHM + myZ coding. I've simply re-colored initial MiniRagnarok and GreenManReaiming's files. We're sticking with Firaxis vanilla versions. There's no supported "custom extras" in our Mods except for Natural Wonders *Terra Mirabilis* and *Sukritact set of 5*.
Editing my CHMZ_Supporting.SQL file (IF you have the exact custom Features naming) might add anything in the coded list.
2) I've already tried this "principle" with consecutive *GreatPersons* stacking and the default moments code can't expand more than three smalls at a time even with Huts. As seen in the third snapshot "Progress".
Thanks for the compliment!
Also, but I don’t know if it’s possible ; early game the map can be generous in goody huts, it’s a bit spammy for the ribbon. Could it know how many I found, show the full picture if only one, but small and stacked pictures if multiple are found at the same time ? Like vanilla.
Very nice mod !
Also I noticed a little bug in Modding.log :
[2076363.018] Loading Mod - C:/Program Files (x86)/Steam/steamapps/workshop/content/289070/1737288652/CHMZ_Enhanced.modinfo
[2076363.030] Empty properties are not supported. Skipping.
[2076363.096] ERROR: Database: UNIQUE constraint failed: ComponentFiles.ComponentRowId, ComponentFiles.FileRowId
[2076363.096] Database: While executing - 'INSERT INTO ComponentFiles(ComponentRowId, FileRowId, Priority) VALUES (?,?,?)'
[2076363.122] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - SQL/CHMZ_SRGPing.sql
New cool HUD assets coming your ways. :)
Everything might get released in a week or so.
;)
Some news about the most recent development tasks.
I've integrated the essential NFP (5/6) assets & the other missing extra items from last year or so (TM 20th NW "Lencois Maranhenses" and Sukritact's "MtFuji"). The only remaining elements are what we'll all get within Portugal package next week.
Even though the cool GP custom set of SmallMoments (refer to Progress step #3) is still under intensive planning.. i should mention that a related system might be attempted for the HEROES components also! ;)
Soooooo -- stay tuned for a *major* update ... very soon.
Of course MiniRagnarok has already implemented most recent images in his (CHM) package(s) along with GreenManReaiming excellent artwork -- but my plans were always to wait until the entire finalised Firaxis DLC content was in players setup.
Sooooo... the idea is simply, do it all over again once i get official resources and authentic DDS textures just like i did for this first mod!
Thus patience, as i predict my (our) tasks should start once NFP has concluded its release run. By early spring at least.
This mod is well supported, AFAIC.. and, my "attitude" really has nothing to do how it optimally works for anyone interested by it --- without nit-picking over whichever (personal style & text clarity) descriptive attempts online.
Case closed.. move along please! :)
Yet -- i think the second line that you took a snapshot of ..
----
DESCRIPTION = Default images are (still!) re-colored and, new custom assets are being added or re-activated to the Timeline
----
.. is sufficiently clear!
The sample previews that scroll underneath the Steam images library **DO** offer straightforward hints if my flawed text is (somewhat) too confusing for anyone -- i guess.
Image of the mod page on august 29th, 17:34 MET
https://cdn.discordapp.com/attachments/279866479573336066/616656946925273118/Unbenannt.PNG
It is not my fault for you not putting a quick description of the mod in the mod description.
History Timeline Moments are shown in colors rather than default "Yellowish" shades. Some new custom images are also being added (or replace previous Firaxis versions directly) to the generic process.
Soooooo.. if you still don't understand the above two phrases, it's because there's a language "barrier" in your case & i just can't simplify the Mod description(s) any further..
Enjoy.
We might have a formally validated mod within a week or less! Stay tuned.
In the meantime.. check out the last splasher image after the Wonders. :)
Long overdue AFAIC. Got stuck with another weird coding problem.. still have to deal with it -- later on.
Still trying to figure out the individual GP special "Smalls" and other discarded Moments to make them truly custom with indirect runtime logic.
Soon!
It's sad really.. but we just don't have strict control over the interaction between essentials like "Load-Order" cycles or whichever ModInfo files anyone else decided to define.
I suspect CHM (or any other mod) isn't pushing out ALL assets when "unsubscribed" (so would mine too if it doesn't,. btw) or its pending cache files aren't correctly set off -- again, that's a weird Firaxis code flaw that began messing stuff around back in early April with their Front-End functions.
Maybe the next patch would repair these issues. We'll know as soon as it does for sure.
I will say that I use to be subscribed to MiniRagnarok's mod in the past but since I found this mod I have since unsubscribed in hopes of replacing it. In trying to solve this issue, I have subscribed and unsubscribed it and then I verified the game files to ensure it didn't affect my attempts to fix this problem which unfortunately yielded the same results. Is there a proper de-activate MiniRagnarok's mod? If not, I don't know how to get it to work.
Sometimes, the required Database (Moments & Illustrations) aren't updated for saved games. It might also be a tricky conflict with another mod (hard to detect from here). It's safe to assume that *IF* you properly de-activate the other (CHM from MiniRagnarok) nothing should interfere with my stuff.
Otherwise -- i can't figure out what would go wrong.
-- As i feared.. they packaged every gfx assets under BLP archiving/compression. Which wouldn't allow me to interact directly with their "colored" versions or even auto-swap from the fallback (regular Yellowish style that actually showed up within my test gameplay) defaults.
-- The only rational solution **MUST** come from their SQL (Master) codes as a properly supported CHM toggling step that could then, "transfer" the status towards my CHMZ dispatch in real-time.
Honestly.. it would just take them about a minute or two and certainly, fit in a single parametric instruction! :(
Sorry no can do! Much too complex from my external (and reasonable, btw) perspective.
After a good night (but short) sleep & while waking up this morning, i suddenly realised it might be quite easy to adapt such stuff from within my mod -- if need be. I'll simply have to verify their SQL details by just installing "TM" later next week.
Stay tuned. :)
Because.. unless i join each of their custom Moments (via SQL instructions) into my own package -- they wouldn't show up *IF* only my mod is active. My "Load-Order" differs from CHM -- on purpose, btw.
One thing the Terra Mirabilis author(s) could do though is to supply a secondary set of calls compatible with this **CHMZ** structure. I can't really offer direct hooks within my own coding principles for reasons beyond "rational" control tasks.
Actually.. i'm not even sure if these custom Moments wouldn't be directly inserted while both our mods are activated. Sorry!
Contact them, first! :)
Another question: Terra Mirabilis has built-in support for CHMZ, but not for CHMZE. I think this means some textures do not appear correctly. Do you know of any workraound?
https://i.postimg.cc/ZnnWFhxD/SRU-Oil.png
The Strategic-Resources (First Units of +1 score) stuff (of Seven distinct types) should receive large Illustrations instead of maintaining their default "Small Icon". It was far too complex to keep the old format as the components logic would have required extensive hacks to stick with small HUD calls.
Still have a few final tests to do.. but it should work fine.