![]() ![]() * Is "Fix game data" safe to use and what does it do? The items that are known to cause problems are marked with red exclamation marks. ![]() Items of the same color usually grouped because they have something in common for example, the items that should be placed on the water tiles are usually blue. * Why some items in the combo boxes have different colors? Is it safe to use them?Ĭolor coding was added to simplify finding stuff in the dropdown lists. * Added Antiquity sites and Shipwrecks can't be collected and the collect prompt will remain permanently. This is game engine limitations and I don't see any workarounds to fix it. In this case, you can replace that resource with the revealed resource and after that remove it. * I can't remove the resource from the map.įor some reason, the game does not allow to remove resources that are not revealed (required technology is not learned yet). Mod supports resources added by other mods (if the mod does not contain special logic for that resource and uses the standard method to add the resource into the game). * Can I use this mod to place resource added by other mods? You need to Save and Load game to update visuals and game data after some changes. In general, the game should not crash even if some invalid changes are done. It is a little bit paranoid so you can disable it for some changes if you are sure that it is valid. It also disables changes on tiles with improvements, cities, districts, and wonders because it most probably break your game in some way. Validates game placement rules and disables the changes that are not allowed by game rules (for example you can't place crabs on land tiles, or marsh on desert tile, etc.). This only checks for known crash reasons so be reasonable while using this mod. who knows.It does not allow you to make the changes that known to cause crashes. (I also edited some rivers a bit and some landscapes, but I do not think that it can cause some problems, though. So I really cannot understand what is the problem.(((( I'm sure that mods do not cause any problems because as I have said, one map is loading without problems, the other is not. When I noticed that the "World2" works well, I thought that the cause were some resources but they were not. I use mods of Sukritact for Natural Wonders, Gold resource and these are the only mods that can really affect the map. I did not use the TSL option because I have the problem I have described. The file named "World2" is not finished and it's almost the beginning of my work, and this file loads without any problems. The file named "True TSL" is finished but I cannot load it. Here is my archive with two CIV6MAP files. So I deleted all of them and started placing them on my own. Well, I was going to change the location of all the resources on the map trying to locate them according to their real replacement on the planet. YnABMC can generate cliffs automatically for your map if you don't want to put them manually in the World Builder, you just need to check the "Generated" option in front of "Cliffs" Note that if you plan to update a project you've created, you have to use the same Mod ID as the previous export, else you won't be able to load your previously saved game with the old project.Ĭheck the options you want to see on the map setup screen then press "Generate Map"Ībout the TSL option, the tool will create an empty Map.xml file in your project's Map folder if you've checked the "Map Support TSL" box, but you'll need to fill it manually following the instruction here. Navigate to your civ6 logs folder (usually ".\Documents\my games\Sid Meier's Civilization VI\Logs\"), select the Lua.log file and click "Open"įill the "Project Name" and "Author", then input your Mod ID (or generate a new one for a new project) This is necessary as YnABMC will need to access the Lua.log which is locked as long as Civilization 6 is runningĬheck the advanced box, then click "Select. ![]()
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