I made the mod work:
include("PlotIterators")
for pAreaPlot in PlotAreaSweepIterator(pPlot, r) do
print(pEdgePlot:GetX(), pEdgePlot:GetY())
end
local unitPromotionChiefID = GameInfoTypes["PROMOTION_CHIEF"]
local buildingChiefDummyID = GameInfoTypes["BUILDING_CHIEF_DUMMY"]
local...
Removing the line did make the spawning of the dummybuildings work, but the buildings dont despawn when the chief leaves the city or when de city is put on another focus. So as soon as the city has this unit and the city has had every focus for 1 turn, the city permanently has all the bonusses...
ImportIntoVFS is on true, it is in entrypoints correctly (did it again just to make sure). The important lines in the logs seem to be these: (changed username into [USER])
What do these lines mean?
Thanks for your replies!
I think I went through everything, but it still doesn't work in game.
I now got this in the lua file:
And this in the dummybuildings.xml, pretty straightforward i think:
Hi all!
2 questions for my first custom civilization .My civilization cant build settlers, but uses generals to settle. These generals also grant a bonus when stationed in a city.
1. Is there a way to passively generate great generals? Currently generals can only be obtained through policies...
Thanks for the quick reply! I was afriad this stuff would be hardcoded.
So I am right to conclude that I cant add an improvement like the moai but with production?
Hi everyone!
In the past I have modded other games, and for civ V i've started recently. I succesfully added two very basic civs in the game, but I have a question regarding further ideas.
In most XML files of the original game, there is a table at the start of the file. Is it possible to add...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.