Sid Meier's Civilization VI

Sid Meier's Civilization VI

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How to change the zombie`s basic Combat Strength in game file?
I prefer to start game on information era with T-virus WMD mod attempting to provoke a biohazard,but i found the zombie`s basic CS was too weak to actually cause any significant trouble.
So i managed to find the file "Portugal_GameEffects_MODE.XML" on route steam\steamapps\common\Sid Meier's Civilization VI\DLC\Portugal\Data.
According to AI,this file contains parameters like spawn chance or CS modifier,but i didnt find parameters that affect starting basic CS of zombie.
Is that i missed some parameters that actually related to zombie basic CS?
Or which file\parameters should i looking for to tweak zombies basic CS?:steamfacepalm:
Originally posted by jmerry82:
The base strength is defined where the zombie unit itself is defined - Portugal_Units_MODE.xml:
<Units>
<Row UnitType="UNIT_MODE_ZOMBIE" Cost="40" Maintenance="1" BaseMoves="2" BaseSightRange="3" ZoneOfControl="true" Domain="DOMAIN_LAND" Combat="20" CanTrain="false" CanEarnExperience="false" FormationClass="FORMATION_CLASS_LAND_COMBAT" AdvisorType="ADVISOR_CONQUEST" Name="LOC_UNIT_MODE_ZOMBIE_NAME" Description="LOC_UNIT_MODE_ZOMBIE_DESCRIPTION" TraitType="TRAIT_BARBARIAN_BUT_SHOWS_UP_IN_PEDIA"/>
</Units>
So that's the base strength. Update the Units table and change that "Combat" parameter. The GameEffects file defines the scaling parameters:
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>Key</Name>
<Value>GAME_NUMBER_OF_ZOMBIE_DEATHS</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>Scalar</Name>
<Value>.5</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>InversePlayerScaling</Name>
<Value>True</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>AdvancedStartMultiplier</Name>
<Value>50</Value>
</Row>
So that modifier is how you control how fast the "mutation strength" grows.
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The author of this thread has indicated that this post answers the original topic.
The base strength is defined where the zombie unit itself is defined - Portugal_Units_MODE.xml:
<Units>
<Row UnitType="UNIT_MODE_ZOMBIE" Cost="40" Maintenance="1" BaseMoves="2" BaseSightRange="3" ZoneOfControl="true" Domain="DOMAIN_LAND" Combat="20" CanTrain="false" CanEarnExperience="false" FormationClass="FORMATION_CLASS_LAND_COMBAT" AdvisorType="ADVISOR_CONQUEST" Name="LOC_UNIT_MODE_ZOMBIE_NAME" Description="LOC_UNIT_MODE_ZOMBIE_DESCRIPTION" TraitType="TRAIT_BARBARIAN_BUT_SHOWS_UP_IN_PEDIA"/>
</Units>
So that's the base strength. Update the Units table and change that "Combat" parameter. The GameEffects file defines the scaling parameters:
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>Key</Name>
<Value>GAME_NUMBER_OF_ZOMBIE_DEATHS</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>Scalar</Name>
<Value>.5</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>InversePlayerScaling</Name>
<Value>True</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>AdvancedStartMultiplier</Name>
<Value>50</Value>
</Row>
So that modifier is how you control how fast the "mutation strength" grows.
Originally posted by jmerry82:
The base strength is defined where the zombie unit itself is defined - Portugal_Units_MODE.xml:
<Units>
<Row UnitType="UNIT_MODE_ZOMBIE" Cost="40" Maintenance="1" BaseMoves="2" BaseSightRange="3" ZoneOfControl="true" Domain="DOMAIN_LAND" Combat="20" CanTrain="false" CanEarnExperience="false" FormationClass="FORMATION_CLASS_LAND_COMBAT" AdvisorType="ADVISOR_CONQUEST" Name="LOC_UNIT_MODE_ZOMBIE_NAME" Description="LOC_UNIT_MODE_ZOMBIE_DESCRIPTION" TraitType="TRAIT_BARBARIAN_BUT_SHOWS_UP_IN_PEDIA"/>
</Units>
So that's the base strength. Update the Units table and change that "Combat" parameter. The GameEffects file defines the scaling parameters:
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>Key</Name>
<Value>GAME_NUMBER_OF_ZOMBIE_DEATHS</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>Scalar</Name>
<Value>.5</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>InversePlayerScaling</Name>
<Value>True</Value>
</Row>
<Row>
<ModifierId>TOWERDEFENSE_ZOMBIE_COMBAT_STRENGTH_FROM_PROPERTY</ModifierId>
<Name>AdvancedStartMultiplier</Name>
<Value>50</Value>
</Row>
So that modifier is how you control how fast the "mutation strength" grows.

This worked,thank u.:steamhappy:
But I met a problem after i set zombie CS from 20 to 45,its works well when i playing 6 players\continent,the zombie CS=basic45+32from mutant,for most time it start with 80-90CS.Just what i want it to be.
But this is where problem happened: When i playing 14 players\earth,the zombies were losing its starting mutant buff,only 45 basic CS.
I didnt change any modifier parameter(maybe i did but i forgot LOL),got any idea whats wrong with it?:steamfacepalm:
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