@Dancing: Please add a link to the expression system tutorial to the first post:
http://forums.civfanatics.com/showpost.php?p=11598257&postcount=27
http://forums.civfanatics.com/showpost.php?p=11598257&postcount=27
@Dancing: Please add a link to the expression system tutorial to the first post:
http://forums.civfanatics.com/showpost.php?p=11598257&postcount=27
I am not sure if I ever wrote one for the outcome system.Done, finally. Now, AIAndy do you have one of those for the Outcome System? I can't find it. I need to find how to put a cost in gold on a mission so that you can't do the mission if you can't afford it.
I am not sure if I ever wrote one for the outcome system.
The cost tag for an outcome mission is iCost, used within the Action tag and you can also have a PropertyCost.
Not in the outcomes, you add it directly under the action tag, where the MissionType and bKill is.Now I am really confused. I have a (diplomatic) mission which can have many outcomes. the mission should only be done if you can afford the cost. So if I put the cost on the action outcomes will the button will be available if the player can't afford any of the outcomes? If so whats to them saying the button does not work?
<Action>
<MissionType>MISSION_NOMAD_DEFENDER</MissionType>
<bKill>0</bKill>
<PropertyCost>
<Property>
<PropertyType>PROPERTY_FRUIT</PropertyType>
<iPropertyValue>60</iPropertyValue>
</Property>
<Property>
<PropertyType>PROPERTY_HUNT</PropertyType>
<iPropertyValue>40</iPropertyValue>
</Property>
<Property>
<PropertyType>PROPERTY_MATERIAL</PropertyType>
<iPropertyValue>100</iPropertyValue>
</Property>
</PropertyCost>
<ActionOutcomes>
<Outcome>
<OutcomeType>OUTCOME_NOMAD_DEFENDER</OutcomeType>
<iChance>100</iChance>
<UnitType>UNIT_STONE_THROWER</UnitType>
</Outcome>
</ActionOutcomes>
</Action>
<Action>
<MissionType>MISSION_NOMAD_DEFENDER</MissionType>
<bKill>0</bKill>
<iCost>100</iCost>
<ActionOutcomes>
<Outcome>
<OutcomeType>OUTCOME_NOMAD_DEFENDER</OutcomeType>
<iChance>100</iChance>
<UnitType>UNIT_STONE_THROWER</UnitType>
</Outcome>
</ActionOutcomes>
</Action>
Hey quick question. Turns out adding civs to C2C is harder than vanilla
Basically just copy and paste a folder from a current civ and change all the appropriate stuff right?
Do I need to touch the schema files at all?
You need to use the c2c schema file.
Thank you DH.
Can anyone tell me where I'm suppose to find the art files for culture wonder buildings. I'm trying to figure out how to get to those buttons but I can not seem to find them anywhere. On a related topic, can those buttons be used for new civ buttons?
Thank you for clearing that up for me Hydro! Yeah I'm going to do work on the flag decals which may take some time since I'm not that good with graphics stuff. I'm making up some more playable civs for a scenario and obviously they will have buttons. I can send them over to you when I'm done if you want them (the ones that don't already have culture wonder buttons).
You should ask SO if he already has the civ you want on file. He has so many civs already made but not converted to C2C yet. Save you some time an effort.
int getType();
void setType(int iNewType);
bool viewportsEnabled();
int getViewportWidth();
int getViewportHeight();
int getMapXFromViewportX(int iX);
int getMapYFromViewportY(int iY);
int getViewportXFromMapX(int iX);
int getViewportYFromMapY(int iY);
bool isInViewport(int X, int Y);
void closeAdvisor(int advisorWidth, int iMinimapLeft, int iMinimapRight, int iMinimapTop, int iMinimapBottom);
void bringIntoView(int iX, int iY, bool bDisplayCityScreen);
void CyGlobalContext::switchMap(int iMap);
int CyGlobalContext::getNumMapInfos() const;
CvMapInfo* CyGlobalContext::getMapInfo(int iMap) const;
int CyGlobalContext::getNumMapSwitchInfos() const;
CvMapSwitchInfo* CyGlobalContext::getMapSwitchInfo(int iMapSwitch) const;
CyMap* CyGlobalContext::getMapByIndex(int iIndex);
void CyGlobalContext::initializeMap(int iMap);