| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Prince
Join Date: Nov 2010
Location: Belgium
Posts: 566
|
Viceroy mechanic location
This is a question on how to properly import the science/yields nerf for puppet cities in my own mod. I'd like to use CiVUP with it.
Both the XML data for Viceroys as the Lua script which assigns it to a puppet reside in CiVUP, but the mechanic doesn't function without VEM. I can't figure out what it is missing that is inside VEM. So I tried using an (adapted) script from an old CiVUP version: it works when not including CiVUP, but together it doesn't. Must be some compatibility issue. Anyway, this is over my head ![]() Is it possible to activate the puppet/occupy-mechanics without using VEM and if so, how? Now I have to choose between either CiVUP OR said mechanic (and then the latter wins!). Any help is much appreciated
__________________
Building Made Fun going strong with 25,000+ downloads Terra Nostra's last version got thumbs up by 500+ people Uomo Universalis wraps it all up: Try it now! (vanilla only)
|
|
|
|
|
|
#2 |
|
Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
|
The approach I take is to provide the tools in CiVUP, and use those tools to make gameplay changes in VEM. This keeps the underlying framework separate from the gameplay alterations. The puppet state tools are used here:
/VEM/Cities/Buildings/VEC - Other.xml
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Dec 03, 2011 at 02:59 PM. |
|
|
|
|
|
#3 |
|
Prince
Join Date: Nov 2010
Location: Belgium
Posts: 566
|
Thank you sir
I'll give it another look.
__________________
Building Made Fun going strong with 25,000+ downloads Terra Nostra's last version got thumbs up by 500+ people Uomo Universalis wraps it all up: Try it now! (vanilla only)
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|