Extract it to your mods folder, wherever that might beHow do I get this mod into Civ on a Mac?
Extract it to your mods folder, wherever that might beHow do I get this mod into Civ on a Mac?
Hey there, I'm trying to create some decisions for a civ, but for some reason after starting the game, the text boxes are messed up while hovering over the enact button:
Spoiler :The text box's text is supposed for the last civ decision shown at the image:
I've looked at the Lua Decision Files and in the Lua.log before, but I can't find anything wrong. Any suggestions on how to fix it?
EDIT: Added the Decisions into the ZIP file.
Dunno if this is the cause, but pScroogeITCUnit is undefined in the decision - and even if it was defined, I'm pretty sure that setting a variable to nil is the equivalent of deleting it :/
pDutchNavyUnit = nil
local pPlot = pCity:Plot()
local iNumUnits = pPlot:GetNumUnits()
for iVal = 0,(iNumUnits - 1) do
local pUnit = pPlot:GetUnit(iVal)
local iUnitClass = pUnit:GetUnitClassType()
if (pUnit:GetUnitClassType() == GameInfoTypes.UNITCLASS_MERCHANT) or (pUnit:GetUnitClassType() == GameInfoTypes.UNITCLASS_GREAT_ADMIRAL) then
pDutchNavyUnit = pUnit
break
end
end
if pDutchNavyUnit ~= nil then
return true, true
else
return true, false
end
pScroogeITCUnit = nil
local pPlot = pCity:Plot()
local iNumUnits = pPlot:GetNumUnits()
for iVal = 0,(iNumUnits - 1) do
local pUnit = pPlot:GetUnit(iVal)
local iUnitClass = pUnit:GetUnitClassType()
if (iUnitclass == GameInfoTypes.UNITCLASS_GREAT_GENERAL) then
pScroogeITCUnit = pUnit
break
end
end
if pScroogeITCUnit ~= nil then
return true, true
else
return true, false
end
end
I am getting a City Decision event but clicking on its icon doesn't open a pop-up window. Clicking Next Turn is also not possible so I am stuck.
Am I the only one with this problem?
Here is the log - http://pastebin.com/GQm27V0kLua log, although if it's got a finger notification on the right surely it's a CP Event...
Here is the log - http://pastebin.com/GQm27V0k
I see a "Runtime Error: Sound cannot be found" line. Is that it?
Thank you for the answer. It's really helpful. As I am starting to play Civ V with mods for the first time, I'm slowly adding mods one by one and completing game sessions to see how every mod plays. That's why I haven't yet installed the other JFD mods.I suspect the problem is that you're using the Events Compendium without any of the JFDDLC; the EC requires both RTP and CID, because otherwise you'll end up with a lot of events that will be missing parts. This issue might be the cause of your problem, given that if the Runtime Error is connected to the issue then the event is likely referencing a sound effect added by CID, which obviously isn't there.
Events are random.With Events and Decisions, how do you force a specific event once you enacted a certain decision?
Events are random.
I'm normally aware that Events are random, but I'm not talking about the Events itself, but rather about the trigger to activate a specific event.
LuaEvents.PushRandomEventPopup(pPlayer, tEvent)
Code:LuaEvents.PushRandomEventPopup(pPlayer, tEvent)
Apparently.