Hi,
np ask as many questions you want,
1) the building never disapear if it's conquered, I will try to find a way to fix that
2) free cities can revolt normally I think, but if you want them to revolt eaily without need to be in negative or even have separatism you could add "(pPlayer.IsFreeCities and pPlayer:IsFreeCities())" at line 1610 in UprisingEmpireUI.lua where :
if pPlayer:IsBarbarian() then
for _, pCity in pPlayer:GetCities():Members() do
if not Nodice and math.random(0,10) > 8 then
GetCulturalPresure(pCity)
OnSeparatistRevoltWin(pCity:GetX(), pCity:GetY(), 63, {})
end
end
return;
end
like
if (pPlayer.IsFreeCities and pPlayer:IsFreeCities()) and pPlayer:IsBarbarian() then
for _, pCity in pPlayer:GetCities():Members() do
if not Nodice and math.random(0,10) > 8 then
GetCulturalPresure(pCity)
OnSeparatistRevoltWin(pCity:GetX(), pCity:GetY(), 63, {})
end
end
return;
end
I didn't test it but it should work.
np ask as many questions you want,
1) the building never disapear if it's conquered, I will try to find a way to fix that
2) free cities can revolt normally I think, but if you want them to revolt eaily without need to be in negative or even have separatism you could add "(pPlayer.IsFreeCities and pPlayer:IsFreeCities())" at line 1610 in UprisingEmpireUI.lua where :
if pPlayer:IsBarbarian() then
for _, pCity in pPlayer:GetCities():Members() do
if not Nodice and math.random(0,10) > 8 then
GetCulturalPresure(pCity)
OnSeparatistRevoltWin(pCity:GetX(), pCity:GetY(), 63, {})
end
end
return;
end
like
if (pPlayer.IsFreeCities and pPlayer:IsFreeCities()) and pPlayer:IsBarbarian() then
for _, pCity in pPlayer:GetCities():Members() do
if not Nodice and math.random(0,10) > 8 then
GetCulturalPresure(pCity)
OnSeparatistRevoltWin(pCity:GetX(), pCity:GetY(), 63, {})
end
end
return;
end
I didn't test it but it should work.