Recent content by Bhruic

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    Mountain not displayed

    I don't mind if it's impassable, but if it needs to be, they should have some sort of graphic for it. Having it look like you can walk on it can be confusing.
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    Mountain not displayed

    Was trying to move my unit on to what looked like an ordinary desert tile, but game claims there's a mountain there. Might have something to do with the fact it's next to the Rock of Gilbratar? Save attached with unit 1 left of the problematic tile.
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    TreeGrowth

    I don't think there's any way to store stuff in config files... Although if there is, then that would be a good solution. Otherwise, I could make a function that would allow the spread chance to be modified in-game, but you'd have to do it every time you started/loaded a game, which would be a...
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    TreeGrowth

    Ok, that made me laugh, I hadn't even considered that possibility. There should be some way to check if a worker is improving a tile, and discounting that tile if there is - I'll look into it. Bh
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    TreeGrowth

    Yeah, there is, I just hadn't noticed forests growing on city squares until after the last release. Next version should have that fixed. 0.2% chance, but yes, on a Standard sized map, at Normal speed, the random number isn't affected by settings. Basically, the idea is that if you are...
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    CustomNotifications

    Ok, I've uploaded a new version that will generate unique types for each mod. As I mentioned above, I couldn't do it via return, so I had to muck through with a table. I've updated the example (as well as the description) to illustrate how that is accomplished. Bh
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    CustomNotifications

    Hmm, doesn't look like LuaEvents allows you to return a value... So the next option would be annoyingly kludgy, but passing the type as a table would allow it to be changed by the SetCustomNotificationDetails() function and returned. Bh
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    TreeGrowth

    Hmm, that could be a valid point. I was just guessing as to what a good rate would be. Let's take a standard size map on normal speed. In the space of, say, 100 turns, how many new forests would be considered decent? Bh
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    CustomNotifications

    The first one might be possible. The second one doesn't really matter, the Id only has to be unique to your mod, it doesn't have to be unique globally. So whether this mod does it, or your mod does it, it just needs to be done. And since you'll likely want to track the Id for the callback...
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    CustomNotifications

    That's what I'm not sure about. If they have identical code, I'd hope not. But if it actually runs both of them, it'd setup multiple LuaEvents, which would obviously be a problem. Bh
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    CustomNotifications

    The only problem I have now is that the "Dependencies" part in ModBuddy doesn't seem to be functional, so I'm not sure how to force them. This mod doesn't do anything by itself, so what's the best distribution method? Should it just be included in each mod? Is there any way to make the...
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    Notifications

    I made a custom notification mod, which should make it much easier to add new notifications. http://forums.civfanatics.com/showthread.php?t=388564 Bh
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    CustomNotifications

    Example: local g_Locations = {} local g_Counter = 0; local g_Type; -- Both callback functions get passed the Id of the notification being clicked on -- In this example, the x and y co-ordinates of the notification are stored in g_Locations when the notification -- is created, and then are...
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    CustomNotifications

    Ok, I've got a working CustomNotification module... Completely unlocked from any other script, and fully customizable. Updated: Now with generated type values. Functions to note: LuaEvents.SetCustomNotificationDetails(table, name, LeftClickCallback, RightClickCallback) This needs to be called...
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    TreeGrowth

    My original wasn't designed as a generic notification mod, so that's a moot point. But having a custom notification mod without the ability to set your own mouse button callbacks is pointless, imo. Bh
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