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Laporkan kesalahan penerjemahan
Be aware I don't come on Steam all that often so you're better off asking for advice or help on the CFC thread linked in the description.
You need to edit the xml file contained within the mod as noted in the instructions.
Science is not a "generic" yield as Faith or Gold are. Science is always added by the game as progress towards a specific technology -- there is no player "bucket" of saved-up but as yet unused science.
Really Advanced Setup Lite [forums.civfanatics.com]
Thanks for this mod! However, I am unable to get it to work. I followed all of your instructions and edited the file, saved. I started up the game, closed it. Started up, and set up a game, after clicking start and loading about 15 seconds later it says it was unable to create a game due to a mod. I disabled all mods except yours and it failed. I enabled all mods and disabled yours and it ran. Can I send you a copy of the file I made so we can see if there is an error in the code? I do some programming myself and haven't spotted anything. Your help is much appreciated!
CIVIC_CODE_OF_LAWS is a valid tag-type recognized by the game's executing code, whereas "Code of Laws" is merely the text associated with that coding tag-type that is displayed to the user in-game.
And it must be CIVIC_CODE_OF_LAWS -- even one letter incorrectly given and so far as the game is concerned it is receiving gibberish.
Other users are able to use it.
If you are getting shoved back to the main menu then you must not be typing your CivilizationType, UnitType, YieldType, CvicType, or TechnologyType designations correctly.
Now it won't re-download.
The update I am about to make in an hour or so should cure most lod order issues with other mods.
@[SBL] same answer as above if you are not using the version from the Dropbox link.
No idea at this time why there would be a conflict with Resourceful. There really should not ought to be.
With RaF and GS the tech and civic pop-ups don't occur until you found your 1st city and then you give the game another instruction. The 'delay' with the techs and civics is a behavior introduced by RaF and over which I have no control.
Otherwise the mod works for me with any combination of the Expacs (Vanilla, RaF, and GS) on/off.
Once the update is made to the steam workshop, the contents of individual RASL_GameSet-Up.xml files within the mod itself will be reverted to the example version that comes with the mod.
if the mod no longer works after an update, simply download and copy the files manualy in the workshop folder that is for civ 6.
to the point:
go to the drive where you installed steam:
go to: Steam\steamapps\workshop\content
search for folder: 289070
and copy the files into folder: 870830735
Be sure to copy your file: RASL_GameSet-Up
to a safe place first, as the standard file is unmodified.
Perhaps the explanation should be closer to the dropbox link, as now you can easy miss it.
If you set
<Row CivicType="CIVIC_CRAFTSMANSHIP" Finish="true" AIMajPlayer="true" EraType="ERA_ANCIENT" />
Both the human and AI will be given the civic. If you have the same civic listed more than once, the second etc occurance of the same civic are ignored. The same holds for techs.
For instance, can I have:
<Row CivicType="CIVIC_CRAFTSMANSHIP" Finish="true" AIMajPlayer="false" EraType="ERA_ANCIENT" />
<Row CivicType="CIVIC_CRAFTSMANSHIP" Value="50" AIMajPlayer="true" EraType="ERA_ANCIENT" />
But until I can acquire R&F I won't really be able to examine the issues effectively.
But as of the last patch I am aware of it still worked just fine for me