whoward69
DLL Minion
Your evening is my morning - I just check stuff as I'm drinking my breakfast tea
Your evening is my morning - I just check stuff as I'm drinking my breakfast tea
I posted in the other thread about this but i thought I'd leave a message here too. I'm trying to load up your mod for MP using Gedemon's method. I get the mod to load ,but i cant research any techs beyond writing. Any tips on how you got it working?
I've tried something (see attachment), one of the pilgrims - it's a rather iconic hat. While the wheat field somehow just... fits, it doesn't really represent much, a stylised settlement or something along these lines might work better? Not quite happy with it, though, ideas?Also, I have good artwork for the Colonist (there was some nice orphaned art in the latest expansion), but not the Pioneer. Any volunteers?
I've tried something (see attachment), one of the pilgrims - it's a rather iconic hat. While the wheat field somehow just... fits, it doesn't really represent much, a stylised settlement or something along these lines might work better? Not quite happy with it, though, ideas?
CityView.lua:987: bad argument #1 to 'ConvertTextKey' (string expected, got nil)
Trying out the latest release (as of a couple of hours ago, you might have rolled a new one by now) and came across a strange, but not broken situation.
The Huns & Spain are at the bottom of the pile and are both either struggling to take CSs in battle or are fighting for their lives against bigger opponents, ie Morocco & Byzantium.
Just War is in place and for the next meeting I, as Greece, wanted to repeal it. Everyone disliked that idea, yet Morocco put forward Global Peace Accord as an alternative, and got it passed.
So units were 15% cheaper and no-one wanted to change that and voted Greece down, but Morocco gets their proposal through for a 25% increase in costs. The net result units are now 10% more expensive.
Also the effects panel shows a strange double up with 10% up & 10% down.
Not sure if that can be changed, probably not, just a case of 2 effects with differing values on the same things.
Also, and I can't see how this would change from previous releases, the Great Person counter sometimes shows the Great Writer as counting down with negative values each turn.
Lastly this is the only lua.log error that I have found.
Code:CityView.lua:987: bad argument #1 to 'ConvertTextKey' (string expected, got nil)
Only CSD & CEP are active.
UPDATE Language_en_US
SET Text = 'Each Natural Wonder provides +2 to all Yields when worked.'
WHERE Tag = 'TXT_KEY_RESOLUTION_NATURAL_HERITAGE_SITES_HELP' AND EXISTS (SELECT * FROM CSD WHERE Type='IDEOLOGY_CSD' AND Value= 1 );
UPDATE Language_en_US
SET Text = 'Each Natural Wonder provides +{1_CulturePerNaturalWonder} to all Yields when worked.'
WHERE Tag = 'TXT_KEY_RESOLUTION_NATURAL_HERITAGE_SITES_HELP' AND EXISTS (SELECT * FROM CSD WHERE Type='IDEOLOGY_CSD' AND Value= 1 );
"CulturePerNaturalWonder" is NOT a variable per se in "+{1_CulturePerNaturalWonder}" but a hint to the translators as to what to expect the {1} to be replaced with from within the DLL/Lua code
You could write "+{1_CulturePerNaturalWonder}", "+{1_CPerNW}" or "+{1}" in there - it's all the same to the code that replaces the parameters passed from the DLL/Lua code into the text
/*
Unhappiness for other ideologies caused by World Ideology Resolution
Also Enables Extra Vote Sources from Buildings
0 = Vanilla Difficulty
1 = Normal Difficulty (Default)
2 = Hard Difficulty
*/
/*
CSD Beliefs and Traits
1 = Beliefs and Traits Enabled (Default)
2 = Beliefs and Traits Disabled
*/
INSERT INTO CSD (Type, Value)
VALUES ('CSD_BONUSES', 2);
/*
Fix for Mausoleum of Halicarnassus (Wonders of the Ancient World DLC)
1 = Fix Enabled (Default)
2 = Fix Disabled
*/
INSERT INTO CSD (Type, Value)
VALUES ('ANCIENT_WONDERS', 2);
/*
Sweden Trait Modification (G&K + Brave New World)
To compensate, Swedish Diplomatic Units have the Nobel Laureate Promotion which grants 20% more Influence from Diplomatic Missions.
3 = 40 Influence When Gifting Great People (Very Easy)
2 = 20 Influence When Gifting Great People (Easy)
1 = 0 Influence When Gifting Great People (Normal, Default)
0 = 90 Influence Per Mission (Vanilla- Not Recommended)
*/
INSERT INTO CSD (Type, Value)
VALUES ('SWEDEN_TRAIT', 0);
This includes the votes from the three ideology-specific national wonders I added. If you disable this, those wonders won't show up (as one of the values they depend on will not exist). I'd leave it on, unless testing something.Also Enables Extra Vote Sources from Buildings
5. Can I somehow disable/modify World Congress voting bonus from grand temple? I find it to odd to have votes from my own cities - I would prefer to modify this to only foreign cities at least (or disable whatsoever).
UPDATE Buildings
SET FaithToVotes = '4'
WHERE BuildingClass= 'BUILDINGCLASS_GRAND_TEMPLE'
AND EXISTS (SELECT * FROM CSD WHERE Type='CSD_AI' AND Value= 1 );
And I just want to mention that I love this mod so much I was thinking so many times about how city states diplomacy is bad and how it could be better
Shouldn't that be 1_CulturePerNaturalWonder for RESOLUTION_NATURAL_HERITAGE_SITES?
Not sure if I imagined reading it here or just thought of it but are the costs to produce those units supposed to be the same as a base settler? If they are different and CEP is changing them I'll fix that, if they aren't different then they should be, IMO.
You actually have a vision in mind or at least a clearly defined set of tasks that you are working towards.
Excellent work, looking forward to the new tasks. Capture a barbarian unit?
The unhappiness of your empire has led citizens of {2_MinorCivName:textkey} to rise up to try and throw off your influence! Improve your happiness and defeat all of the rebels in [COLOR_POSITIVE_TEXT]{1_TurnsRemaining}[20][ENDCOLOR]turns, or the rebels will end your alliance!
The proletariat of {2_MinorCivName:textkey} has risen up to try and throw off your influence in their city-state! Fix your negative happiness or defeat all of the rebels in [COLOR_POSITIVE_TEXT]{1_TurnsRemaining}[ENDCOLOR] turns, or your alliance will be severed!
Guerilla warriors of {2_MinorCivName:textkey} have risen up to try and throw off your influence in their city-state! Fix your negative happiness or defeat all of the rebels in [COLOR_POSITIVE_TEXT]{1_TurnsRemaining}[ENDCOLOR] turns, or your alliance will be severed!
A horde of barbarians has appeared near {2_MinorCivName:textkey}! Keep Barbarians away from their lands for [COLOR_POSITIVE_TEXT]{1_TurnsRemaining}[ENDCOLOR] turns, or the city will be sacked!