Recent content by A_Wandering_Man

  1. A_Wandering_Man

    [BNW] NAC's Civilizations

    My second historical mod is complete! The Chagatai Khanate (Steam workshop link) UA: Legacy of Ögedai Land units have 40% less maintenance cost. Puppeted cities each provide +2 Happiness and +10% Production for Military and Trade Units in the Capital. These benefits are doubled if the...
  2. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    Everything seems to be working, no errors showing up in the log! Thanks!
  3. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    Is it because it's running the SetNumRealBuildings for the other civ(s)? Just realized that bit doesn't seem nested in the "if civ = chagatai civ" bit...
  4. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    Seems like it, it isn't appearing in the log anymore. Weirdly, this: [178994.125] Runtime Error: C:\Users\Nicholas\Documents\My Games\Sid Meier's Civilization 5\MODS\Mods\NAC's Chagatai Khanate (v 1)\lua/NAC_Chagatai_PuppetReward.lua:21: attempt to index local 'pCapital' (a nil value) ...is...
  5. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    Figured it might be a Lua-noob thing! Thank you! Going over the Lua log just now, I found the indexing a nil value thing! Don't know if I would have spotted that on my own. Edit: it occurred to me that this might be something just left in the game (like the barbarian horseman stuff in the xml...
  6. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    Finally getting around to finishing this mod, everything is working fine except for the Lua, and having gone over it several times, I'm stumped. Nothing in the xml, Database, or Lua logs, but the code just doesn't seem to do anything, despite me having InGameUIAddIn set and all that... I have...
  7. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    Spotted where I needed the extra "end", thanks for all your help!
  8. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    My plan was to add UnmoddedHappiness and MilitaryProductionModifier, so that shouldn't be an issue, correct?
  9. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    iBuilding = GameInfoTypes.BUILDING_NAC_CHAGATAI_PUPPET_DUMMY function PuppetingReward() local pPlayer = Players[iPlayer] local iPlayerCiv = pPlayer:GetCivilizationType() local iNumPuppets = 0 if iPlayerCiv == GameInfoTypes.CIVILIZATION_NAC_CHAGATAI then for pCity in...
  10. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    It was my understanding that the hook passed that along to the function, from having looked at others' code on the forums, but perhaps their code was incomplete or I missed something. Apologies for being unclear -- my intent was to add a dummy building for each puppeted city, and 2 for each...
  11. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    So I've been reading through various threads here and I think I've cobbled together something which is close to what I want to do, would anyone mind taking a look? iBuilding = GameInfoTypes.BUILDING_NAC_CHAGATAI_PUPPET_DUMMY function PuppetingReward(oldOwner, isCapital, X, Y, newOwner)...
  12. A_Wandering_Man

    [BNW] NAC's Civilizations

    Hello all! New-ish modder finally branching into historical civs, starting with... The Kassites (steam workshop link) UA: Shepherd of the Kassites Grants +1 Faith from Horses. Gains +4% Production for buildings (max. 40%) and 5% faster border growth (max. 50%) for each Kudurru improvement...
  13. A_Wandering_Man

    [BNW] Triggering a unique ability based on Puppeting a captured city?

    I'm currently theory-crafting a new mod wherein I'd like the UA to trigger off of a city being puppeted after being captured. I think I know how to do the "back-end" of this; implementing the effect through a dummy policy or dummy building, since I've done that a few times before, but I'm not...
  14. A_Wandering_Man

    Building To Improvement Linkages

    Ah, thank you! I figured I must have mucked something up. :lol:
  15. A_Wandering_Man

    Building To Improvement Linkages

    In my testing, removing citizens from working the tiles and passing the turn would reduce the +% modifier that I have as the effect for the dummy building. In your templates there, the format is different to the original, is it not? The settings bits appear to be after the other bits. I am using...
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