Sid Meier's Civilization VI

Sid Meier's Civilization VI

Embarkation for Scouts and Builders at Start
5 条留言
Andre.Miksha  [作者] 2022 年 5 月 23 日 上午 3:35 
Support for Okihtcitaw and Warak'aq has been added. I appreciate the additional bump from DeadWeatherDrums; I wasn't ignoring Venemar, just didn't sit down and work this out until now.
DeadWeatherDrums 2022 年 5 月 21 日 上午 12:02 
I need to echo Venemar's request: Can you make this include the Cree's starting unit? (The Inca's Waran'ka is actually a Skirmisher, so it probably wasn't the "early era scout" thing you had in mind, but hey, if you're feeling generous, add them too.)

I don't know how to mod (if I did I'd do this myself and leave a comment telling others how) but is it possible simply to change the code for "Scout" to "Recon", thereby making all Recon units of all civs and mods able to embark early on? Makes sense, no?

Regardless, thanks for the mod. We can't have those Settlers crossing waters by themselves. "That's madness!"

P.S. Your other mod was a good idea and I bet it brought alot of joy to those wanting that. "You're a good man, Charlie Brown."
STuRoK 2021 年 10 月 22 日 下午 1:49 
Hi, do you know how to change the movement cost to cross a river? I've been looking everywhere :/
Junky 2021 年 5 月 6 日 上午 4:03 
Why did you inserted "END" at last line of Embarkscout.sql. You can delete it safely.

Modding.log says:
[1094538.751] UpdateDatabase - Loading Embark/Embarkscout.sql
[1094538.752] Warning: UpdateDatabase - Error Loading SQL.

But there is no problem to functionality.
Venemar 2021 年 3 月 5 日 下午 4:20 
I like this mod, unfortunately it does not work for the Cree or Inca unique scouts. Could you update it so that they work?