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- Ancient Walls have no ranged attack.
- Medieval Walls get a single ranged attack with a range of 1.
- Renaissance Walls get two ranged attacks with range of 2.
- Victor's Embrasure promotion provides an extra ranged attack AND an extra range.
I've also identified this mod conflicts with JNR's Wetlands mod, since late last year (previously worked fine together). Having just this mod and Wetlands active makes is impossible to load a game, even when every DB Civ 6 Gold option is turned off. IF that's an easily identifiable issue it would be great to have compatibility back!
Regardless, this is a great mod and I really love the ability to tweak so many settings. I build my mod lists (usually 100+) around this one!
It's been a while since we I've looked at the code, but I think the area you're interested in is here:
DB - Civ 6 Multiplayer Gold\!LUA_UI_Includes\DB_Includes_UI.lua [line 879]
I'm noticing that my comments about how this works doesn't match the actual values in the code. (e.g., the comment says +20 for meeting, but the code says 0) I changed the values at some point to satisfy some players.
Have a great day!
Kind regards,
DB
I wanted to ask about adjusting the amount of science / culture that is shared by the diplomatic visibility as well, I was hoping to reduce rates and possible increase specific modifiers
Just pointing me in the right direction would be appreciated and speed up the process of peeking through things
Just a quick check... what is the speech volume set at in your game?
Kind regards,
DB
I just wanted to let you know that the setting "No more stirrings" may be bugged. No matter how I set it the speech would not play. Hope this gets fixed! Have a good day
It's related to the Secret Societies option, Hermetic Order specifically, they reveal leylines on the map
I believe it's technically apart of the official game but I don't recall specifically what DLC it's apart of.
Sorry, I don't know what ley lines are. Is that from another mod?
Kind regards,
DB
Easy, just adjust, delete, or comment out line 7 in the file DB_LoyaltyMatters_Gameplay_Data.sql.
Kind regards,
DB
If in a future update you could make it modular as well, it would be awesome ! :)
I like Remove Foreign Info very much but losing track of your own progress causes the game to end abruptly.
Glad you like the mod! To answer your question... you don't. It's more realistic in the sense that in real life, a given country, like, say France, does not know if it's "ahead" in culture than Italy or America other than by broad strokes. I mean, clearly France is ahead of North Korea. If France wants to achieve a "cultural victory" (in real life) they just have to keep spamming art and literature and music until the tourists only ever want to visit France.
Kind regards,
DB
GOLD doesn't do any modifications to start bias. However, for the last 3 years I've always played with Better Balanced Starts .
For a list of other compatible mods (the mods I always use with GOLD) see:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2533573440/3046105389679764953/
Kind regards,
DB
I tried using the mod (well, specifically for the tech diffusion) rolled up 30 starts that I judged to all be 'bad'.....Turned the mod off and I got a 'good' start straight away
Logically I feel like I just got super unlucky but I thought I'd ask just in case there's something going on
I'd say go ahead and try playing with the document deleted and see what happens. You can always uninstall and reinstall this mod to get the file back.
If you want to be more surgical, you can try commenting-out certain lines of code in that file that are relevant to what you're trying to accomplish. (In .lua files when you add -- to the beginning of the line, it turns that line into a comment, meaning that the computer no longer executes it. This has the same effect as deleting the line, except that the line still exists in case you want to uncomment it later. Very useful for testing.)
For example, if you want to turn off the leader icons in the tech tree, you can place -- at the beginning of line 13 in this file !LUA_UI_Includes\TechTree_DB.lua. That will disable the "PlaceLeaderIcons" function. And if you change your mind sometime in the future, you can delete the -- and the leader icons are back.
Kind regards,
DB
Failure to load errors are likely due to a mod conflict. You can disable all the other mods and re-enable them one-by-one to find out which one conflicts.
Here is a list of mods that I use and should be compatible.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2533573440/3046105389679764953/
Kind regards,
DB
i want to use the mod with some UI replacement(such as project6, which replace the civic tree screen), i could do it when i delete some document in "!LUA_UI_Replacements". but i are fearful it will make some bug.
I think you're referring to the 12 combat numbers on the combat preview. The purpose of these numbers is explained in Unit Combat civilopedia article.
A list of things that aren't optional in this mod can be found here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2533573440/3186861366076428972/
Kind regards,
DB
I haven't been able to figure out why the AI fails to make its religion. Sometimes it does, but not always. This mod is primarily for multiplayer, so I don't investigate AI issues too deeply.
Kind regards,
DB
I have visibility on a neighbouring AI Poland, they have a prophet and a holy site, but the site is pillaged
Thanks for the encouragement!
Kind regards,
DB
I didn't change the civs all that much, mostly because we always play with the "Remove Civ/Leader Traits" option. The best way to see exactly what the mod options do is to read the advanced options create menu. The explanations there are always up to date. The explanations here at Steam don't always get updated.
Kind regards,
DB
♥ do you have the changes that you made to the civs like arabia enumerated ♥
♥
Thanks for the suggestions! Unfortunately, Firaxis doesn't allow modders the ability to create the kind of fine-grained resource-chopping permissions you'd like. (I haven't looked into anything grievance-related since they're irrelevant for multiplayer.) Whether or not a resource/feature is removeable is controlled only by its type name (e.g., RESOURCE_CATTLE).
I believe in the latest version the resources are choppable in Olympic Pantheons, no? I used to have restrictions on chopping back when the tiles provided military bonuses to their worshipers. But that system was buggy, so I scrapped the military bonuses and made them choppable.
Kind regards.
DB
Thanks for the comment! That made my day.
I'm blessed with a good career that affords me the time to pursue hobbies like this without financial anxiety. I already did all the modding work just for the games I play with my friends and family... uploading it for others to enjoy was a no-brainer. I don't need donations, but to assuage your guilt, you may take a panhandler to lunch and say DB sent you. ;)
Kind regards,
DB
I had not heard of that mod until you mentioned it. Not sure if it's compatible.
Kind regards,
DB