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- Jan 4, 2018
- Messages
- 1,200
Just a few questions
For FasterAnimations.sql in the Faster Animations mod:
How does it compare to QuickTurnsAnimations.sql in the Quick Turns mod? I don't want the two to conflict when loading.
For NoLakeNavy mod, is it necessary to have the print(pCity:GetName)? It tends to flood my lua.log with a lot of entries.
For FasterAnimations.sql in the Faster Animations mod:
Code:
Update ArtDefine_UnitMemberCombats Set ShortMoveRate = 1, TurnRateMin = 10, TurnRateMax = 10, TurnFacingRateMin = 100, TurnFacingRateMax = 100 Where MoveRate IS null;
Update ArtDefine_UnitMemberCombats Set MoveRate = MoveRate * 2, TurnRateMin = TurnRateMin * 2, TurnRateMax = TurnRateMax * 2, TurnFacingRateMin = TurnFacingRateMin * 2, TurnFacingRateMax = TurnFacingRateMax * 2 Where MoveRate > 0;
Update MovementRates Set TotalTime = TotalTime / 3, EaseIn = EaseIn / 3, EaseOut = EaseOut / 3, IndividualOffset = IndividualOffset / 3, RowOffset = RowOffset / 3;
How does it compare to QuickTurnsAnimations.sql in the Quick Turns mod? I don't want the two to conflict when loading.
Code:
UPDATE MovementRates SET TotalTime = 0.01 WHERE Type = "AIR_REBASE";
UPDATE AnimationPaths SET MissionPath = 0 WHERE Type = "ANIMATIONPATH_AIRFADEIN";
UPDATE AnimationPaths SET MissionPath = 0 WHERE Type = "ANIMATIONPATH_AIRFADEOUT";
UPDATE ArtDefine_UnitMemberCombats SET MoveRate = 2 * MoveRate;
UPDATE ArtDefine_UnitMemberCombats SET TurnRateMin = 2 * TurnRateMin WHERE MoveRate > 0;
UPDATE ArtDefine_UnitMemberCombats SET TurnRateMax = 2 * TurnRateMax WHERE MoveRate > 0;
UPDATE ArtDefine_UnitMemberCombats SET AttackRadius = 4 * AttackRadius WHERE MoveRate > 0;
For NoLakeNavy mod, is it necessary to have the print(pCity:GetName)? It tends to flood my lua.log with a lot of entries.
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