lemmy101
Emperor
- Joined
- Apr 10, 2006
- Messages
- 1,064
Anyone have any ideas how to do this? :/
Setting the cost of things in-game using Modding.PerformAction or DB.Query don't have any in-game effect, even though the set performs correctly on the DB, suggesting that the data is cached by the game.
Problem is the core, most important and if I do say so myself, the best bit of our mod relies on the notion of changing a tech's cost on the fly during the game.
1) It needs to be for one player only, so each has their own cost. I figured I could do this by having 16 identical appearing techs and disable all of them, assigning one per player via removing one 'Civ_DisableTech'
2) The cost needs to be able to change arbitrarily, up 50 points, down 100 points.
3) It needs to work for the AI so simply lowering the player's research invisibly when they come to research it would be bad since the AI would proably fail to evaluate this and get stuck in a trap if the tech was as good as infinite research time.
Any suggestions? :S
TIA,
lemmy
Setting the cost of things in-game using Modding.PerformAction or DB.Query don't have any in-game effect, even though the set performs correctly on the DB, suggesting that the data is cached by the game.
Problem is the core, most important and if I do say so myself, the best bit of our mod relies on the notion of changing a tech's cost on the fly during the game.
1) It needs to be for one player only, so each has their own cost. I figured I could do this by having 16 identical appearing techs and disable all of them, assigning one per player via removing one 'Civ_DisableTech'
2) The cost needs to be able to change arbitrarily, up 50 points, down 100 points.
3) It needs to work for the AI so simply lowering the player's research invisibly when they come to research it would be bad since the AI would proably fail to evaluate this and get stuck in a trap if the tech was as good as infinite research time.
Any suggestions? :S
TIA,
lemmy