Great Deceiver
Arcane
- Joined
- Aug 10, 2012
- Messages
- 5,912
No build queue. Just another one of the many, many interface blunders with this game.
They probably lobotomized the AI in the press preview version to obtain better reviews from the modern journalist.Reports so far indicate that AI is better than expected, more aggressive and can kind of fight... depending on land layout and stuff like that.
I'll play today evening and provide my own feedback
Yeah, I've actually heard that. Significantly more interested in the game now. It appears to be waaay better on launch than Civ V was.
when you activate side scrolling you can't access most of the icons on the right and top of the screen without moving the map all over the place.Okay I've thought about it and I can't really justify dropping the cash on this game right now (no school like grad school :/) but I kinda want to try this out. Convince me the game is shit so that I feel like I'm not missing out.
How to add WASD (or other keys) to camera binds
(you can do this with any text editor, though I'd recommend Notepad++):
This line is a conditional statement that triggers two conditions, one of which is m_isUPpressed. This condition tells the game that the UP UI option is activated. Another function in this file then activates the appropriate camera panning. In order to trigger this condition with another keyboard key, modify the conditional statement as follows (I've used W for the 21st century standard WASD setup):
- Navigate to the game's UI assets directory. For steam installations, this should be located at: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI
- Open the WorldInput.lua file in a text editor.
- Navigate to the DefaultKeyDownHandler function.
- Navigate to the line that has the following text:
if( uiKey == Keys.VK_UP ) then
if( uiKey == Keys.VK_UP or uiKey == Keys.W ) then
That's all you need to modify on that line. Repeat this step for the next three conditions in the function, using the appropriate key as necessary:
if( uiKey == Keys.VK_RIGHT or uiKey == Keys.D ) then
if( uiKey == Keys.VK_DOWN or uiKey == Keys.S ) then
if( uiKey == Keys.VK_LEFT or uiKey == Keys.A ) then
5. Almost done. We need to repeat these steps in the DefaultKeyUpHandler function. Luckily, the conditional statements are exactly the same. As before:
if( uiKey == Keys.VK_UP or uiKey == Keys.W ) then
if( uiKey == Keys.VK_RIGHT or uiKey == Keys.D ) then
if( uiKey == Keys.VK_DOWN or uiKey == Keys.S ) then
if( uiKey == Keys.VK_LEFT or uiKey == Keys.A ) then
That's all that you need to do for the map panning.
Notes:
If you want to add more than just one key to the camera controls, just include another conditional statement like we did to add the WASD functionality. You can also remove the arrow keys if you don't plan on using them, but it shouldn't hurt anything to leave them in. Just make sure to remove the "or" as well if you only have one keycheck in the conditional block. I'm not entirely sure on whether or not Lua code limits the amount of conditions you can perform in a single statement, as I don't actually know how to program Lua (lol). Experiment if you feel like it.
All QoL salt aside, the game is fantastic. I'm loving it so far. If anyone has additional requests (key rebindings or otherwise), feel free to ask in the comments and I'll see if I can modify the code to meet them. Lol I mean me too thanks.
- Additionally, you'll probably want to rebind the in-game "Attack" (default: A) and "Toggle Great Works Screen" (default: W) to avoid activating these keys when panning.
- Will add more as people post to the thread...
EDIT:
Additional settings:
Faster scrolling, same file:
local PAN_SPEED :number = 2; //default is 1;
local ZOOM_SPEED:number = 0.2;
Edge scrolling on top of the screen:
Different file, worldinput.xml, same directory.
Change the offset to be at the top of the screen instead of below the top bar. I also changed to 3 pixels for less unintended scrolling.
Change to:
<Container ID="TopScreenEdge" Anchor="L,T" Size="Full,3" Offset="0,0" />
<Container ID="BottomScreenEdge" Anchor="L,B" Size="Full,30" Offset="0,0" />
Faster tooltips on worldmap:
\Base\Assets\UI\ToolTips\PlotToolTip.lua
Change:
local TIME_DEFAULT_PAUSE :number = 1.1;
to
local TIME_DEFAULT_PAUSE :number = 0.2;
I think it is in seconds, I set mine to 0.2;
Replace intro logo with an empty bk2 file to remove it:
http://www.radgametools.com/bnkdown.htm to create an empty .bik file, then rename it to logos.bk2 and place it in \Base\Platforms\Windows\Movies
I haven't seen anything like that in my game. Barbs actually managed to take one of the AIs cities in my game. AI probably broke somehow. Either that, or they prioritize pillaging over cities, or your city is too hard to kill so they don't even bother.Slinger and warrior. They just stood next to the city doing nothing for turn after turn. I'm not looking for something to bitch about. I was simply astonished as usually barbarians and an undefended city meant one less city.
So, Barbarians should still wipe out cities? Then it was hopefully/prolly a bug instead of a lame ass feature.