MyCiv6Changes Mod
MyCiv6Changes Mod
About this mod Machine translation
MyCiv6Changes Mod
A simple pre-created mod that users can drop with simple XML or SQL changes. For users who don't understand programming code and for less experienced mod-makers, it's great to see how the different parts of a finished and working mod come together.
It has a sample build defined in three files to show how to arrange the relationship between text, icons, and actual gameplay code.
Files in the mod:
MyCiv6SQLChanges.sql
Use this file to paste the SQL game rules code. So if someone gives you an example of SQL code that does the trick for the game, you can put it here.
You cannot place code that defines icons or text in this file
MyCiv6XMLGameplayChanges.xml
Use this file to paste the XML game rules code. So if someone gives you an XML code example to do that for the game, you can put it here.
This file contains the definitions for the sample build.
You cannot place code that defines icons or text in this file
MyCiv6XMLNewIconDefinitions.xml
Use this file to paste the XML icon definition code. So if someone gives you an XML code example to define an icon for a build, for example, you can put it here.
This file contains the icon definitions for the example build.
MyCiv6XMLTextChanges.xml
Use this file to paste the XML text definition code. So if someone gives you an XML code example to define or change some in-game text, you can put it here.
This file contains the text definition of the example build.
This concept was inspired by William Howard's similar model for Civ5
A simple pre-created mod that users can drop simple XML or SQL changes into. Meant for the user who does not understand programming code and for the less-experienced mod-maker to see how the different pieces of a finished and working mod are put together.
It has an example building defined within the three files to show how the relationships between Text, Icons, and actual Gameplay Code are arranged.
Files in the mod:
MyCiv6SQLChanges.sql
Use this file to paste SQL Gameplay Rules code. So if someone gives you an example of SQL code to accomplish an effect to the game, you would place it here.
You cannot place code for defining Icons or Text in this file
MyCiv6XMLGameplayChanges.xml
Use this file to paste XML Gameplay Rules code. So if someone gives you an example of XML code to accomplish an effect to the game, you would place it here.
This file has the definition of an example building in it.
You cannot place code for defining Icons or Text in this file
MyCiv6XMLNewIconDefinitions.xml
Use this file to paste XML Icon-Defining code. So if someone gives you an example of XML code to define which icon to use for a buildng, for example, you would place that here.
This file has the icons definition of the example building in it.
MyCiv6XMLTextChanges.xml
Use this file to paste XML Text-Defining code. So if someone gives you an example of XML code to define or alter some in-game text, for example, you would place that here.
This file has the Text definitions of the example building in it.
This concept was inspired by William Howard's similar mod for Civ5
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.