Search results

  1. sp00n

    Combatlog

    Not sure this is ready for release yet, this was my first attempt in creating actual UI elements (and still pretty simple ones). There's a new button on the mini map, to the left of the "slide down map" button, which will display a panel for the combat log. It contains all the combat log...
  2. sp00n

    Detecting City Ownership Change / Raze?

    Is there any decent way to detect when a city changes its owner? Or when it is razed? There are events for CityAddedToMap and CityRemovedFromMap, and apparently a city is first "removed" from the map when being conquered, and then "added" back in when assigned to another player. The problem is...
  3. sp00n

    Numpad Movement

    sp00n submitted a new resource: Numpad Movement - Allows you to move your units with the numpad keys Read more about this resource...
  4. sp00n

    UI: Manipulating Instance elements?

    I've asked the question here already, but opening a new thread is probably better. I'm trying to manipulate (e.g. change the text) of a child element of an already existing Instance. The element even has an ID, but I cannot access it with the ContextPtr:LookUpControl() command. I've shortened...
  5. sp00n

    More Envoys for Liberated City States

    sp00n submitted a new resource: More Envoys for Liberated City States - Gives you 9 instead of 3 envoys to any city state you liberate Read more about this resource...
  6. sp00n

    Accessing InterfaceModeTypes from GameplayScripts?

    // Edit Ok, I don't really need this anymore, I can move the entire initialization to the UI lua just as well. Should have thought of that earlier. I'll still leave the original text in, maybe someone can use the functionality. Is there any way to access the InterfaceModeTypes variable from...
  7. sp00n

    UserInterface changes without an XML file?

    So I just learned how to change the interface by hooking a LuaEvent and making use of ContextPtr:LookUpControl() calls. And as far as I understood these function calls only work when they are executed from within the <UserInterface> section of the .modinfo file, and not within <ImportFiles>. The...
  8. sp00n

    [1.0.0.56] City Ranged Attack not modified by forming Corps/Army

    As explained in the Civilopedia, the ranged attack strength of your cities is dependant on the strongest ranged attack strength of one of your units. This works fine as long as you build a unit/corps/army or upgrade a unit/corps/army. It does however not work when you form a corps or army (resp...
  9. sp00n

    [1.0.0.56] AI treats conquered city as own

    The following happened: I declared war on France and eventually took all of her cities. No peace treaty was involved, she was simply removed from the game. So no cities were ceded, as it wasn't necessary. Shortly after Arabia declared war on me and with his self healing Mamluks he managed to...
  10. sp00n

    Less Gossips

    sp00n submitted a new resource: Less Gossips - Removes some gossips from the game to unclutter your screen Read more about this resource...
  11. sp00n

    Lumbermills for Rainforests

    sp00n submitted a new resource: Lumbermills for Rainforests - Allows you to build lumber mills on rain forest tiles Read more about this resource...
  12. sp00n

    Requirement for available resources?

    Is there any requirement that checks if a resource is available? REQUIREMENT_PLAYER_HAS_RESOURCE_OWNED seems to only trigger if the resource is actually physically present within your empire (and improved), but does not include imported resources via trade deals, and probably also not resources...
  13. sp00n

    Resource Tooltips

    sp00n submitted a new resource: Resource Tooltips - Adds the amount of owned resources to the tooltip Read more about this resource...
  14. sp00n

    Sink Those Transports!

    sp00n submitted a new resource: Sink Those Transports! - Embarked units receive a -20 combat strength modifier Read more about this resource...
  15. sp00n

    Defense vs. City Center Attacks? (was: defense for naval units)

    I'm trying to give all naval units an on defense buff. The log files show no errors, however the modifier is not applied (testing this in Hotseat). Can anybody point out what's wrong here? MOD_UnitAbilities.xml <?xml version="1.0" encoding="utf-8"?> <GameInfo> <Types> <Row...
  16. sp00n

    Machine Gun with 2 Attack Range

    sp00n submitted a new resource: Machine Gun with 2 Attack Range - Sets the attack range for the Machine Gun unit to 2 Read more about this resource...
  17. sp00n

    Make All Resources Harvestable

    sp00n submitted a new resource: Make All Resources Harvestable - All resources can now be harvested Read more about this resource...
  18. sp00n

    Map Mod

    You can both increase the size of the map(s) and the minimum distance for the spawn locations. \Base\Assets\Gameplay\Data\GlobalParameters.xml <Row Name="START_DISTANCE_MAJOR_CIVILIZATION" Value="XXX" /> <Row Name="START_DISTANCE_MINOR_CIVILIZATION" Value="XXX" /> I've changed that to 15 and...
  19. sp00n

    Some issues I've noticed

    This is a list of things in no specific order or priority I've noticed in the last couple of games since I began playing C2C. Some may have already been fixed, some may be due my own stupidity, but it's a list of things I would absolutely love to see improved. If you've built a Noble and...
  20. sp00n

    City revolt (anarchy) after capture

    Yeah, I know that there a certain buildings (and wonders? not sure about that right now) that increase the time until a city is pacified after being captured. But isn't this a bit ... extreme? 83 turns for their former capital (admittetly with a ton of wonders), and a whooping 96 turns for...
Top Bottom