Sid Meier's Civilization VI

Sid Meier's Civilization VI

Teams . . Together . . Strong!!
 This topic has been pinned, so it's probably important
Zegangani  [developer] 26 Jan, 2022 @ 6:19pm
Bug Reports
Please report any Bugs in this Discussion Thread.
Last edited by Zegangani; 26 Jan, 2022 @ 7:11pm
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Showing 1-9 of 9 comments
Gleb Cornery 22 Jun, 2022 @ 6:03am 
The mod doesn't work. I wanted to test the mod to eventually move it to the red death (I have a mod on the commands in it, not the point), but it turned out that the mod does not work. Putting that teammates started on the same continent, but all three zasavnil at different. Putting the distance between themmates was from 5 to 6 - does not work
Zegangani  [developer] 22 Jun, 2022 @ 2:06pm 
I don't really understand the problem here. The Mod works and I've tested it countless of times to make sure of that, there might be an issue with the Tilted Axis Map script, but for the other regular map scripts it works as intended (like you can see in the screenshots). And also note that the mod doesn't make sure that team members are on the same continent, but on the same land mass/area.

But I need more context in order to understand the issue. Does the Game return an error warning when starting a new game or does it load normal but InGame team mates are scattered and not close to each other? What map and map size did you choose? how many players? how many teams and how many players are in each team? what (max/min)distance between team mates and between non-team mates did you choose?did you try this mod in red death scenario or in a regular game session? what other mods did you use if any? what does the lua.log return for errors?...etc.
Last edited by Zegangani; 22 Jun, 2022 @ 2:13pm
Gleb Cornery 22 Jun, 2022 @ 2:44pm 
I tested in the normal game, because in the red death errors in the scripts log and lua. Set the distance from 5 to 6 cells and then from 10 to 11. Map is small (for 6 people). I do not know what is wrong.
Zegangani  [developer] 22 Jun, 2022 @ 4:58pm 
No Clue why it doesn't work for you, it works fine on my end.
Gleb Cornery 23 Jun, 2022 @ 2:30am 
"Everything works on your computer, but we will not give your computer to the client"
Zegangani  [developer] 23 Jun, 2022 @ 7:46am 
Being edgy won't help solve the issue.
1) Apart from some Platform Issues, Mods don't work based on each individual Computer, otherwise you would find a ghosttown in the workshop, bc nobody would be willing to make mods and make sure they work for each individual computer.
2) You haven't provided any useful information that I could use to recreate the issue, and ignored most of my questions. And the answers you gave don't make much sense to me, "Set the distance from 5 to 6 cells and then from 10 to 11": what's that for a distance? is it Min or Max distance between team members or is it between non team members? and what do you exactly mean by "from 5 to 6 from 10 to 11"? And I still didn't get any lua.log. And I haven't even asked if you read the mod's discription thoroughly (many mod users just skip it).
3) Ironically, the last post is the only one that I clearly understood, only that it isn't helpful at all here.

I know, not everyone is good at English in order to articulate exactly what they want to say, and I don't exclude myself from them, I'm also still learning, but Google translator could have easily translated what you want to say, and very clearly.

4) The Mod's Script is very complex and a lot of things can affect it, so a simple report of "Mod doesn't work. I played a normal game on a small Map, but still doesn't work" won't help much to recreate and solve the issue.
Last edited by Zegangani; 23 Jun, 2022 @ 7:48am
Whistlingwind 29 Nov, 2022 @ 12:58am 
Sorry Necro'd the thread, but...

If one of the team members has altered their map size, and the other team mates have not, you will reliably get the lua errors.

I got that and had to change all players to the same map sizes. (The map XML file)
Weklim 2 Apr, 2023 @ 11:26pm 
Thanks for this mod and for making something the devs should have made in the game long ago.

Unfortunately, there appears to be a major bug regarding coastal start bias. I play as Dido with a teammate as Tamar and am given starts on 1 or 2 tile islands, with many of them being snow islands and others being 1 tile islands that are directly by a nice coastline. Sometimes I am put on narrow peninsulas or land-bridges.

It seems like the mod is treating coastal bias perhaps like desert/tundra bias and trying to give the civ with the bias as many of those tiles around their starting position as possible.

I tested this by doing about 30-40 starts and all the starts were like this for me as Dido. After disabling this 1 mod, starts returned to normal with Dido getting normal coastlines connected to landmasses.

I am playing with Got Lakes? (Various Worlds) btw.
Last edited by Weklim; 2 Apr, 2023 @ 11:27pm
Saschahi 26 Feb @ 8:29am 
Don't know if this mod is abandoned, but I have the same issue with your mod as weklim above.

I'm a good old england enjoyer and have to reroll starts with your mod A LOT more than usual, as I keep spawning on islands with less than 10 tiles.

I also use the Got Lakes mod, and from my observation adding "extras (extra islands)" like sprinkles makes your mod go "this 1x2 Island with 5 coasts on every border seems like the perfect start".

If this mod isn't abandoned, could you please add a check to only spawn civs (or atleast the player) on islands with atleast like 10-15ish tiles? Or atleast add a check to coast civs specifically to not spawn on tundra/desert
Last edited by Saschahi; 26 Feb @ 8:31am
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