Sid Meier's Civilization VI

Sid Meier's Civilization VI

2,441 คะแนน
Cheat Map Editor
6
6
22
2
5
7
3
4
4
3
2
   
รางวัล
ชื่นชอบ
ชื่นชอบแล้ว
เลิกชื่นชอบ
Type: Mod
ขนาดไฟล์
โพสต์
อัปเดต
461.975 KB
10 ก.พ. 2019 @ 7: 43am
15 ต.ค. 2019 @ 10: 57am
20 หมายเหตุการเปลี่ยนแปลง ( ดู )
อยู่ใน 1 ชุดสะสม โดย Zur13
Zur13 Cheat Mods
14 รายการ
คำอธิบาย
Allows changing terrain type, features, improvements, roads, and resources in-game.

Accessible via a new button in the top right corner of the window near the Civilopedia button.

Works with GS R&F and vanilla.



Sorry I'm not able to answer the questions. I will try to give answers to the most common questions in the Please note and FAQ section.




Please note and FAQ

Steam has a limit on the text length on the mod description so I've moved the Notes and FAQ section to the mod discussion tab.

Link to Please note and FAQ page


About the crashes.

The problem with crashes is that they happen on some turn later in-game and it is not possible to continue the game because it will repeat on that turn no matter what you do. The only way is to load the save game made before the problematic change was done but the crash may happen 400+ turns later and you literally can lose all progress.

Mod uses game testing and map generation functions to make map changes. These functions are used by the game on the map generation stage before the game starts. The game was not designed to use these functions in mid-game after the players and AI appears on the map and this is the main reason for the crashes. It was not changed with the mod updates and if you start to get crashes after some mod update it does not related to this update in 99% of the cases it just your game went to the stage where the significant map updates are not safe anymore.

In general, it is pretty safe to make changes early in-game on the first turn (except the impassable-to-passable and water to lands and vice versa).

So now I'm running long tests to find the functions which might cause the crashes. The current test results are listed bellow.

All test was made with default resources/features/improvements/natural wonders with Crash safe and Safe mode checkboxes turned on. There still may be a risk of crashes when changing modded resources/features/improvements/natural wonders.

Safe functions (minimal risk, no crashes detected, test games played up to turn 500)

* Add water tile (create lakes, oceans)
* Add/Remove Natural Wonders (may need to change terrain type on the tile where the impassable wonder was to make tile passable after wonder removal)
* Add/Remove features (passable)
* Add/Remove resources (in test game new resources was added every 50-80 turns)
* Remove improvements (in test game almost all improvements on the map was removed on turns 206 and after that once more on turn 350)
* Add/Remove cliffs (in test game many cliffs was added on turn 4; on next game all cliffs was removed on turn 86)
* Add rivers (in test game many rivers was added on turn 110 on not owned and AI owned tiles around the cities)
* Change tile owner (huge changes was done on first turn, 120 turn and 200+ turn)

Safe functions (low risk because no long-run tests were done, no crashes detected, test games played for 50 turns)

* Change terrain type/add hills
* Add improvements
* Add/Remove roads

Unsafe functions (risky because no long-run tests were done, no crashes detected, only short tests was made 6 turns)

* Add/Change/Remove coastal flood level

Unsafe functions (very high risk of crashes (100% crashes in certain game situations))

* Fix game data if Crash safe mode checkbox disabled (crash later in-game on AI turns after 1-400+ turns)
* Remove water tile/create land tile instead of water tile (crash when settled on such terrain if not Fix game data, it seems that AI do not settle on such terrain so it may be safe to use in some cases)
* Remove mountains (crash when settled on such terrain if not Fix game data)
* Add mountains (may crash when AI tries to move units nearby)
* Remove river (crash when any unit moves into the tile where the river was)


Available on Nexus Mods https://www.nexusmods.com/civilisationvi/mods/89/
กระดานสนทนายอดนิยม ดูทั้งหมด (9)
16
4 ม.ค. 2023 @ 11: 07am
Bugs
viron1997
9
16 ก.พ. 2019 @ 9: 43pm
civfanatics?
Lary
1
3 เม.ย. 2019 @ 9: 45am
I can't build a canal.
Miss.메이드씨
765 ความเห็น
WeenerTuck813 17 พ.ค. @ 5: 50pm 
Does anyone know how to Generate LAKE tiles (Not coast tiles). Trying to play Aztec and I'd like to edit a nice start but when I make lake tiles that are land locked they register as Coast tiles even though they're not part of an ocean. I've tried Copying other lake tiles but same result. I've even tried editing the "continent" part because "continent: none" I thought might have been signaling coast/ocean but it auto-changes back to none as soon as I click off the tile.
Pythious Jr 9 พ.ค. @ 9: 12pm 
I love adding railroads
Hoesph Yomama 11 เม.ย. @ 2: 36am 
Can you use this mod to see the entire map?
[PIGZ]MrTango 6 เม.ย. @ 10: 48am 
I have been using this mod in singleplayer to remove tunnels (using a personal ruleset of must have military engineer adjacent; and to skip it's turn waiting there), and it works quite nice thus far, I can demolish tunnels that i no longer want or ai spammed after my conquest. Would it be possible to create a standalone mod using this mod as a basis for such tunnel removals? I wanna play a fiend but using this mod may lead to distrust.
ZacharyBachary 6 เม.ย. @ 12: 24am 
It works perfectly but the game is 50% unplayable since click on builders or doing any actions with builders causes the game to freeze for up to 5 minutes
Goldfish Pony 2 เม.ย. @ 12: 13pm 
If the tips in the FAQ for the button not showing up don't work, try remaking any game configurations you have once you had the mod enabled, using one before the mod was enabled seemed to cause that issue for me to persist despite the mod working without any expansions or other mods enabled.
Apollo702 15 ก.พ. @ 10: 11pm 
Nope!

Nothing. It's as if it never was there.

I am very frustrated with the game giving the same messed up starts and having to endlessly restart. The point wasn't to ever make the game a cakewalk. It was just to fix things a notch.

Too bad.
Imposture 4 ก.พ. @ 10: 25pm 
I can't get the mod to work. Doesn't show up in the top right corner.
freesduke 10 ม.ค. @ 12: 40am 
It removes the need for strategics? Why?
khails 16 ธ.ค. 2023 @ 1: 12pm 
Good mod.
I experienced some minor problems playing RF.
1. I can't change mountain into other terrain.
2. Some terrain and resource combinations are not allowed. Like desert floodplain + wheat.
3. Some changes work well, but changed terrains are not expressed visually. Like removed oasis, added rivers.