Hi Gorbles,
I've taken a look at your mod. It's a neat integration into the old upgrade system (and can probably made to work for the new one as well). Would you mind if I stole the idea for a standalone mod?
That said, it doesn't provide for experience-gain for explorers - it merely...
Hi Syrkres,
thanks for the links:
The improved versions are simple stat enhancements and didn't work with experience and promotions. Building a replacement explorer would be fairly trivial, but I'd really prefer to fix the existing one, so that it's the starting explorer and the AI uses it...
Hello,
currently, Explorers gain no experience and can thus not rise in levels. I have not found out why that is the case, and thus the remedy eludes me. Can anyone point me in the right direction, how the game determines civilian units and how to change this?
Cheers,
Bosparan
Hello,
I'm trying to enable and disable the invisibility-ability of individual submarines on the fly. I've given up trying to make that happen on the xml side, since by now its a stat on the units table and there simply are no methods implemented to change that property for individual units...
Figured it out on my own. Basically, I stole the old Promotions tab from Civ 5 and restored it to its former glory. But generally, it involves ...
- Adding another button in the XML (they're numbered, somewhere in the middle, just increment the number).
- Adding the Category number at the top...
Hi General_HZ,
and welcome to CivBE modding, you've come to the right place :)
First of all, setting up your tools:
To make modbuddy stop complain, you have to add some paths in the option. To reach the options, select ...
Tools > Options
You'll be flooded with options you can configure. The...
Hi Smeg,
my best guess is a rotten WHERE condition. If that one craps on you, you won't get any returns, but the syntax is correct, so it won't throw errors.
Try an equals (=) on a value you know is in there to verify this.
Cheers,
Bosparan
Hi Nutty,
thanks for the advice. Buuut ... I actually found a way to make it work!
I'll make a dedicated mod for Mapping Options to defines, so it can be implemented using good ol' XML by anybody who cares to, since otherwise the solution would probably be incompatible with other mods doing the...
Hi,
I've recently started to try adding option to my mods (so players can pick what part they actually want). Works like a charm, except for when the changes involve Game Defines ...
What I'm trying to do
Have Game Options affect Game Defines.
Issue
- The only way I know how to...
Hi Smeg,
try this:
local query = "select name, email, phone from person where name like ':1'";
for entry in DB.Query(query) do
print((entry.name)..(entry.email)..(entry.phone));
end
DB is the static Database object you use to access the Civ Database (and since Query is a static...
Chris, out of curiosity: How does Promotion Modding screw the unit UI?
I didn't encounter any unsolvable issues with my mod, did I miss a something?
In this case though, doing a national unit type is probably the easiest way
Hi Is612,
thanks for the advice. I've been so focused on lua and xml, I forgot about SQL. Works like a charm and I can use standard XML content files to add rows (which is good, especially for interop, if someone wants to extend my mod.
For reading the content, I've found the DB class to be...
Hi guys,
I've been wondering:
Is there a way to create a new table, whose content I can fill using XML in the same way I modify original content (add units, change buildings, etc.)?
And if that's possible, can I use Lua to read values from that table? How?
Cheers,
Bosparan
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