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  1. Ryan F. Mercer

    Where is everyone?

    Okay. ¯\_(ツ)_/¯ Sure. If the lua scripting environment changes significantly from Civ6, then the people at Firaxis are bigger fools than I already knew. I hope not, but I'll release the Civ6 version after Civ7 release, either way. I'm not too worried. I really only need lua. It's...
  2. Ryan F. Mercer

    Where is everyone?

    I'm actively modding. I'm using Civ6 as my development platform, but I'll be releasing the files for Civ7, assuming sufficient compatibility, which I think can be safely assumed. I started work in January of 2023 and I've needed this time to prepare everything. They haven't even announced a...
  3. Ryan F. Mercer

    How to create threads in the appropriate location

    The moderator Leoreth told me I should reach out to the Civ6 moderator with my question, but I'm not sure who that is, so I'll trying posting my question here. I have developed some significant lua modding tools for Civ6, that I intend to release for Civ7, assuming they are mostly compatible...
  4. Ryan F. Mercer

    Lua Bug -- Game:SetProperty(), Game:GetProperty()

    Can anyone else reproduce this bug? Base game, Windows 11.
  5. Ryan F. Mercer

    Lua Bug -- Game:SetProperty(), Game:GetProperty()

    Noticed this problem today. Wasn't doing it a couple months ago. At least, I don't think it was? Base game. When using SetProperty() and GetProperty() on the Game global, a table containing a table for a key returns zero for the key instead. ----------- Game:SetProperty( "test", { [ {}...
  6. Ryan F. Mercer

    Where is the Civ 7 forum?

    Pro tip: little to nothing changed in the civ lua environment from civ 5 to civ 6. How long should we wait to start modding civ 7? Answer: no. A proper civ 7 forum would be nice though. Just say'n.
  7. Ryan F. Mercer

    Civ 7 Forum

    Please create a civ 7 sub forum. It is time. Thank you. :)
  8. Ryan F. Mercer

    Please Create a Civ 7 Sub Forum

    It has been "officially leaked" that Civ7 is currently in development. Please create the corresponding forum on this site, so that I may begin adding to it. What's that you say? It hasn't been released yet so there's no point? Incorrect! For one, I have a serious request of the developers...
  9. Ryan F. Mercer

    Disable Found City When Insufficient Terrain Yields

    Sounds great. Is that in vanilla? Because I don't see those in the database anywhere. Edit: okay, I found UNITOPERATION_FOUND_CITY, but it looks like EFFECT_CHANGE_UNIT_OPERATION_AVAILABILITY comes from Gathering Storm.
  10. Ryan F. Mercer

    Disable Found City When Insufficient Terrain Yields

    The following code is working reasonably well, but I don't know the function arguments for PlayerUnits:Create( ??? ). Edit: Nevermind, I finally found this: Create(GameInfo.Units["UNIT_DUMMY"].Index, x, y). But now, at the start of the game, when it creates the dummy and then destroys the...
  11. Ryan F. Mercer

    Disable Found City When Insufficient Terrain Yields

    Thank you for your reply. It has confirmed what I needed to know. So... work around time. What if I create an additional dummy settler unit that can't found city, as per the database? Then I scan through player units as I described earlier and where ever a settler doesn't meet the criteria...
  12. Ryan F. Mercer

    Disable Found City When Insufficient Terrain Yields

    Would PlayerUnits:SetBuildDisabled() do the trick?
  13. Ryan F. Mercer

    Disable Found City When Insufficient Terrain Yields

    I keep poking around and I'm thinking I might be able to do it using Events.PlayerTurnActivated and Events.UnitMoveComplete, by scanning through the player's unit list, finding all the settlers, checking the corresponding plot yields, and then disabling city founding for any settlers that don't...
  14. Ryan F. Mercer

    Disable Found City When Insufficient Terrain Yields

    I'm using ModBuddy, LiveTuner, and SQLite. I've created a test mod that loads an SQL database update and a Lua gameplay script, both as in-game actions. The test shows everything is loading as intended. I want to enable/disable the found city button for settlers for both players and AI...
  15. Ryan F. Mercer

    Burned by Civ5 -- Give me a reason

    Thank you for recognizing this point. What Dale doesn't seem to appreciate, is the hundreds of hours I put into modding Civ5, not for my benefit, but specifically for the benefit of the modding community. All of my mods were utility mods for other modders. So when I ask how things have...
  16. Ryan F. Mercer

    Burned by Civ5 -- Give me a reason

    I loved Civ4 and when Civ5 came out, I was at the forefront of modding for it: BuildingResources, SaveUtils, ShareData, and ModList. I can't say I ever played the game itself, because it was so thoroughly flawed. But neither is my contempt directed at the game. The problem was, without...
  17. Ryan F. Mercer

    SaveUtils.lua -- Itemized Data Storage Across Mods

    There must be NO ESCAPE! :lol: I gave up on Civ5 a long time ago, so there's zero chance I'm going to make any improvements to the posted code. That said, I appreciate that SaveUtils continues to make a difference in the community. Incidentally, I've noticed some modders have stripped the...
  18. Ryan F. Mercer

    Mod Component Request Thread

    This thread serves as a perfect example of exactly why Civ5 failed. TheLopez created this thread on Sep 20, 2010. He has since added 3 additional posts with the last one on Sep 29, 2010. It is now Apr 28, 2012 and he has produced exactly ZERO civ5 mod components. Yet this thread remains...
  19. Ryan F. Mercer

    Database Queries for Saved Game Data

    I'm not the only one here with an agenda, Valkrionn. ;) First of all, they were aware of my work. You yourself assured me of that, or have you now forgotten? Second, you think I want recognition from the devs? You think I write obscure components in the lua forum because I'm in it for...
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