Minor updates

This commit is contained in:
Carter Hesterman
2024-08-06 14:32:06 -06:00
parent 0980a5d33e
commit 3b7cc06a8b
3 changed files with 18 additions and 19 deletions

View File

@@ -20,17 +20,17 @@ class ProgressionStyle(Choice):
class ShuffleGoodyHuts(DefaultOnToggle):
"""Shuffles the goody hut rewards. Goody huts will only contain junk items and location checks are received sequentially (GOODY_HUT_1, GOODY_HUT_2, etc)."""
display_name = "Shuffle Goody Hut Rewards"
default = True
class BoostSanity(Toggle):
"""Boosts for Civics/Techs are location checks. Boosts can now be triggered even if the item has already been researched. If it is dependent upon a unit that is now obsolete, you can click toggle on/off the relevant tech in the tech tree."""
default = False
display_name = "Boostsanity"
class ExcludeMissableBoosts(Toggle):
"""If boostsanity is enabled, this will prevent any boosts that are 'missable' from having progression items. Disabling this will potentially require multiple playthroughs to complete the seed."""
default = True
display_name = "Exclude Missable Boosts"
class ResearchCostMultiplier(Choice):
@@ -59,13 +59,12 @@ class PreHintItems(Choice):
class HideItemNames(Toggle):
"""Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that hints will still be pre collected if that option is enabled."""
default = False
display_name = "Hide Item Names"
class InGameFlagProgressionItems(DefaultOnToggle):
"""If enabled, an advisor icon will be added to any location that contains a progression item"""
default = True
display_name = "Advisor Indicates Progression Items"
class DeathLinkEffect(Choice):
"""What happens when a unit dies. Default is Unit Killed.\n

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@@ -107,7 +107,7 @@ class CivVIWorld(World):
# If we're using progressive districts, we need to check if we need to create a different item instead
item_to_create = item_name
if self.options.progression_style.current_key != "none":
if self.options.progression_style != "none":
item: CivVIItemData = self.item_table[item_name]
if item.progression_name != None:
item_to_create = self.item_table[item.progression_name].name
@@ -116,7 +116,7 @@ class CivVIWorld(World):
item_to_create)]
# Era items
if self.options.progression_style.current_key == "eras_and_districts":
if self.options.progression_style == "eras_and_districts":
# Add one less than the total number of eras (start in ancient, don't need to find it)
for era in EraType:
if era.value == "ERA_ANCIENT":
@@ -146,13 +146,13 @@ class CivVIWorld(World):
total_created += 1
def post_fill(self):
if self.options.pre_hint_items.current_key == "none":
if self.options.pre_hint_items == "none":
return
show_flags = {
ItemClassification.progression: self.options.pre_hint_items.current_key != "none",
ItemClassification.useful: self.options.pre_hint_items.current_key == "no_junk" or self.options.pre_hint_items.current_key == "all",
ItemClassification.filler: self.options.pre_hint_items.current_key == "all",
ItemClassification.progression: self.options.pre_hint_items != "none",
ItemClassification.useful: self.options.pre_hint_items == "no_junk" or self.options.pre_hint_items == "all",
ItemClassification.filler: self.options.pre_hint_items == "all",
}
start_location_hints: Set[str] = self.options.start_location_hints.value
@@ -169,7 +169,7 @@ class CivVIWorld(World):
def fill_slot_data(self):
return {
"progression_style": self.options.progression_style.current_key,
"progression_style": self.options.progression_style,
"death_link": self.options.death_link,
"research_cost_multiplier": self.options.research_cost_multiplier,
"death_link_effect": self.options.death_link_effect,

View File

@@ -6,21 +6,20 @@ This guide is meant to help you get up and running with Civlization VI in your A
The following are required in order to play Civ VI in Archipelago
- Windows OS (Firaxis does not support the necessary tooling for Mac, Linux is yet to bet verified)
- Windows OS (Firaxis does not support the necessary tooling for Mac, or Linux)
- Installed [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) v0.4.5 or higher.\
**Make sure to install the Generator if you intend to generate multiworlds.**
- The latest version of the [Civ VI AP Mod](https://github.com/hesto2/civilization_archipelago_mod).
- Tuner setting enabled so the archipelago client can communicate with the game
## Enabling the tuner
Depending on how you installed Civ 6 you will have to navigate to one of the following:
- `YOUR_USER/Documents/My Games/Sid Meier's Civilization VI/AppOptions.txt`
- `YOUR_USER/AppData/Local/Firaxis Games/Sid Meier's Civilization VI/AppOptions.txt`
Once you have located your `AppOptions.txt`, do a search for `Enable FireTuner`. Set `EnableTuner` to `1` instead of `0`. __NOTE__: While this is active, achievments will be disabled.
Once you have located your `AppOptions.txt`, do a search for `Enable FireTuner`. Set `EnableTuner` to `1` instead of `0`. **NOTE**: While this is active, achievments will be disabled.
## Mod Installation
@@ -33,6 +32,7 @@ Once you have located your `AppOptions.txt`, do a search for `Enable FireTuner`.
4. Copy the contents of the new folder it generates (it will have the same name as the `.apcivvi` file) into your Civilization VI Archipelago Mod folder.
5. Your finished mod folder should look something like this:
- Civ VI Mods Directory
- civilization_archipelago_mod
- NewItems.xml
@@ -48,4 +48,4 @@ When configuring your game, make sure to start the game in the Ancient Era and l
- If you are getting an error: `The remote computer refused the network connection`, or something else related to the client (or tuner) not being able to connect, it likely indicates the tuner is not actually enabled. One simple way to verify that it is enabled is, after completing the setup steps, to go Main Menu -> Options -> Look for an option named "Tuner" and verify it is set to "Enabled"
- If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly replicated to the multiworld, you can run `/resync` from the Civ 6 client. This may take up to a minute depending on how many items there are.
- If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly replicated to the multiworld, you can run `/resync` from the Civ 6 client. This may take up to a minute depending on how many items there are.