Try Plot:IsRevealed
which unfortunately only works with a teamID as its argument, not playerID
It gets used alot in the vanilla lua files, so you can do a search for it to see how it works.
I agree that B2 is more nature / not very powerful. Perhaps you have a free militia unit of some sort spawn when a Barbarian unit enters your territory.
It could then automatically disband when no more barbarians are near by.
I'm guessing that this could be done via LUA
You have 3 TXT_KEYs that have his name in Caps (TXT_KEY_LEADER_KUBLAI_KHAN, TXT_KEY_LEADER_KUBLAI_KHAN_PEDIA and TXT_KEY_CIVILOPEDIA_LEADERS_KUBLAI_KHAN). Change these to lower case and it should show up fine.
For your image crashes, try converting the jpeg to dds. The vannilla game uses...
I'm pretty sure the converter works on all of the firaxis gr2s. Just open the gr2 file from lemmy's old nexus buddy, save it again as a gr2 and that new file should be openable with grannyviewer.
I'm not on my home machine right now, but I'm pretty sure I did this a while back for some...
I wonder if updating the ArtDefine_LandmarkTypes table with an
INSERT ArtDefine_LandmarkTypes (Type, Landmarktype, FriendlyName)
SELECT 'SPECIAL', 'LandmarkHandler','Special';
would fix this error. Of course, I'm sure that would probabaly be waaay to easy :)
Imported Heavy Swordsman unit from Civ 4 BtS Charlemagne Scenario
Two units for download:
(1) the original mesh with a sword and (2) the same unit mesh but with a mace instead.
Both use the civ5 swordsman animation (thanks to bernie14 for the skeleton)
Some of the texture info was lost...
I would use Events.SerialEventCityCaptured, which passes: hexPos, playerID, cityID, and newPlayerID.
You can see an example of it in action in CivsAlive.lua in the Mongol Scenario.
I'm not sure if this fires when the capture isn't observed by the player tho, unfortunately some SerialEvents...
Tried this last weekend, had no luck (Build resulted in a empty tile, but tool tip was there).
BUT with "Reload Landmarks" on, I've been able to replicate your results
Cool Find!
now to see if I can import a civ4 improvement...
Welcome to Civ 5 Modding! The ways of modding in Civ5 are a bit different than Civ 4.
The best way to get started would be to read Kael's Guide found here: http://forums.civfanatics.com/showthread.php?t=385009
that should get you going, and if you have any more questions feel free to...
Two errors I saw
the first, in your Traits file, you have the PromotionType element, and then a second promotiontype. You should only have one PromotionType (the capitalized one is the correct syntax)
<Trait_FreePromotionUnitCombats>
<Row>...
That's a good point. I was thinking about simple modding that most people want to do to start with (and what I too am doing). But that would get in the way when they might want to make something really interesting.
I'll stop whining and spell-check better :)
Great Tutorial!
when I use your ibutho file it works fine, but when I try to do the same steps with a civ 4 unit, when I remove the vertex color, the unit doesn't go from black to texture, but stays black.
And the UV window is empty. What am I doing wrong??
The autocomplete is nice, but unfortunetly it happily completes a misspelled schema. too bad they didn't include a list of approved xml elements.
of course SQL and SQLight's error checking makes it unnecessary
No questions are dumb :)
use the tool with the '#' symbol to do it automatically, or type in: open bracket, CODE and a close bracket. And then the same with a backwards slash to close the code section.
So ["CODE] ["/CODE] without the quotes.
Read Kael's modding guide found here: http://forums.civfanatics.com/showthread.php?t=385009
Its a little out of date, but it covers the basics of xml modding as well as making more complex mods. After reading that, you should understand the instructions that came with the tank graphs
are you using compression?
I haven't used Paint.net for .dds files, but others have said it works fine or better than GIMP, with DXT1 compression. you could also try DXT3, which worked the best for Civ 4
or you could put in a start of game Lua script, check if the Civ that gets the helicopter-like unit is the human. If it is, update the database with a range of 1, if its the AI, keep it at 2.
of course that only works if its unique to one or two Civs
I like caravanersai. it has a certain 'je ne sais quoi'
in a mod I was working on I put the market earlier in the tech tree and was going to add either a Caravan Stop or a Trade Enclave. Good early gold building names are definitely hard to find.
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