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If Civ 7 does actually come out, I hope there will be a mod like this with better optimization and functions and some more features.
생산이 되어야하는데 생산이 안되는데
어디서부터 수정해야하는지 몰라 그냥삭제함
-- Delete Units
DELETE FROM Units WHERE UnitType='UNIT_GIANT_DEATH_ROBOT';
DELETE FROM Units_XP2 WHERE UnitType='UNIT_GIANT_DEATH_ROBOT';
-- Remove from Tech
CREATE TRIGGER RemoveGDRTechModifiers_after_techtype_load
AFTER INSERT ON TechnologyModifiers
WHEN New.TechnologyType = 'TECH_FUTURE_TECH'
BEGIN
DELETE FROM TechnologyModifiers WHERE (ModifierId='GDR_AA_DEFENSE_UPGRADE' OR ModifierId='GDR_ARMOR_UPGRADE' OR ModifierId='GDR_BONUS_MOVEMENT_UPGRADE' OR ModifierId='GDR_SIEGE_LASER_UPGRADE');
END;
Actually, this bug can be a mod by itself, making it necessary to bribe barbarians.
Actually right away.
It should only appear in the future era.
At this point, it is not limited to 'ground units'. However, if I have more time and more response, Iwould like to add a naval unit. (Carrier, Missile Cruiser, Destroyer)
Updated problematic syntax.
ps. I also tested starting the game from ancient Era, but did not experience the 'Start Beyond Earth Colonist' symptoms that some people experience. If the problem recurs, it is most likely a mod conflict.
no. I completely deleted that code. There seems to be something wrong with the update... I'll try again.
Maybe the option to 'upgrade' the consumable unit Settlers is causing an error. In civ 6, when a unit is spawned, it tends to automatically provide a unit with the most up-to-date tech tree.
It makes sense from a canon standpoint, but since every player (including the AI) didn't have to 'wait for an upgrade' after building a Settler.
Hope you like this update! In fact, a lot of other people besides you have also shared similar grievances. XD
@Kacey
Hopefully this update will fix the problem. In fact, I'm surprised that this error has never been seen in my Civilization test play.
ps. Why does my mod cause unexpected errors when it falls into other people's hands.... *sigh
@ThinkingNut
That's probably a very high probability that your mod conflicts.
1. No melee attack against GDR
This could be the result of a domain change to GDR. I had a similar error when I applied DOMAIN_ALL to allow barbarians to walk on water. (That's why the Barbarian GDR still can't walk on shore and on the sea, unlike other CIVs.)
2. Removed Fallout Immunity?
I bet this is not involved in this mod. I just gave some future era units the Radiation Immunity ability of GDR, I didn't modify the ability itself.
1. Buildable for Future Era Infantry:
Disabled the Faith-Only Buy element as found that it's only giving Most of players a generally negative experience.
2. Fix colonist related bug:
Some players seem to ignore the <ObsoleteCivic> code in the game. That's probably why you've seen Future-era-super-automated-setters in the ancient era. So, I changed the constraint code to <MandatoryObsoleteCivic>, which is mainly used by Firaxis. (I presume that's not going to happen.)
4. Finally, Hyundai tanks, artillery, and special forces have been forcibly transferred to faith, making it inconvenient to have no engineers close to them when selecting troops later. So I hope this will be improved.
I think it's still a mode that needs some development and optimization. I want to show you these errors in person, but I don't know where to send them, so if you are curious about what kind of errors there are, please write down a comment. I'll send it to you by email.
For your information, I am Korean.
1. I don't know if it was an error, but it was recognized as a migrant from the beginning. Obviously, the selection of the times started in ancient times.
2. Maybe it's because I used the graphic setting low, so I pulled out my troops, and some of them are broken I can't see it. I use the mode a lot, but I'm not sure if it's incompatible or because the graphics are low.
THX! XD
and At this point in my opinion, this mod should be considered complete. There will be maintenance only.
@Kacey
You start as a colonist? Have you ever enabled the Start Future Era option? If that's the case then it's not a glitch. Colonists replace Settlers if you have Near Future Governance Civics.
If not... please tell me quickly. In that case, it seems like an error I hadn't thought of.
Unfortunately not. I made this mod to work in the original RF+GS+frontier pass environment. If the mod contains a new 'information era unit upgrade', it is most likely not compatible with this mod.
(Unfortunately, the machine gun is the only case that has stopped in the atomic era, so most modders want to make a higher upgrade unit of the machine gun when redesigning modern warfare units)
@ThinkingNut
I'm personally working on it. I'm a new CIV 6 modder, so I'm not very good at working with these graphics. Still, if possible, I'd love to show them how to actually use projectiles and explosives.
저도 그 문제를 발견했습니다. 사실 저는 기존 유닛들의 생산을 오버라이드 하지 않게 설정했습니다. 지금은 가끔씩 기계화 보병은 생산할 수 있다고 나오지만, 나머지는 완전히 신앙 구입 창으로 이전되었습니다.
개인적으로는 마음에 드는 의도치 않은 효과지만, 만약 문제가 된다면 이를 수정할 수 있게 하겠습니다.
(Also found the problem. In fact, I set the production of existing units to not be overridden. It is now occasionally said that mechanized infantry can be produced, but the rest has been moved entirely to the Faith purchase window.
This is an unintended effect that I personally like, but if it becomes a problem, I will be able to fix it.)
아. 그건 의도된 겁니다. 이들은 생산이나 골드 구매로 얻을 수 없습니다. 테스트 결과 기존의 보병 유닛들은 그대로 생산창에 남아 있었으며, 여러분은 기존에 생산한 이 보병들을 업그레이드 하거나, 신양 구매를 통해 대량으로 얻을 수 있습니다.
(Ah. That's intentional. These cannot be obtained by crafting or purchasing gold. As a result of the test, the existing infantry units remained in the production window, and if you want the Beyond Earth infantry, you can upgrade these previously produced infantry or obtain them in bulk by purchasing Shinyang.)
왜냐구요? 지금은 거대한 실수니깐요!
(Why? That's a great mistake! XD)
Completed the addition of Beyond Earth units.
With this, the mod has been completed and will only be maintained. :D
Firaxis' Era.artinfo doesn't actually support the appearance of future Era units, if you don't know about other eras. (Oh my God, why did they forget this?) I implemented this in a way that overrides it, but in the process, there are minor errors that do not change the appearance of the units that have already been made, and major errors that do not change the city according to future Era. .
Because of this, I plan to make a 'future Era unit' only for units that change appearance. Don't worry, you can upgrade them very cheaply.
I have also confirmed the problem now. In the case of Start Future era, there is no problem, but other than that, it often does not work sporadically. working on a fix for this issue.