Recent content by Duha

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    IndieStone - Visual Tech Tree Editor

    Hi, May be this thread will be intresting for you. Are you planing to show source files? It will be interesting for me how it works inside.
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    [CIV 5 Issues] - The complete list

    If mode does not have localization (EN mod and FR civilization localization) Game shows mod names as : TXT_KEY_..... Steps to reproduce: Install French Civilization localization (any non english). Download mod (for ex: City-State Diplomacy) Launch game Observed result: All new elements...
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    SaveUtils.lua -- Itemized Data Storage Across Mods

    MY_MOD..mod_ver - unique mod key, generated by modbuddy + mod version I think this data are accessible via API. Can you add to wiki info about save mechanism? When game saves user data? Is any pre/post save events? or game just dumps all data that inside my_mod.db and moder...
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    Remove TXT_KEY_ ... in game

    You should open mod folder and find all xml files (use search with key Language_en_US in you mods folder ): In that mod: c:\Users\{{Username}}\Documents\My Games\Sid Meier's Civilization 5\MODS\1cb72bc9-24df-4409-b61a-3c4227c9b1d2-9\XML\NewText\GameText.xml Open all files with this tag in...
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    Remove TXT_KEY_ ... in game

    Please give mod examples. Propably you should rename all 'Language_en_US ' occurance to 'Language_DE_DE'(choose you locale) to have english texts. If you making mods you should duplicate it to all suported lockales.
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    SaveUtils.lua -- Itemized Data Storage Across Mods

    Test Hi, you should add negative test. any type can be stored as table key or value. test_table = { [tostring] = "function", -- function as key a= tostring, -- function as value ["b"] = "b", --same as b="b" ["b b"] = "b b", -- using key with spaces...
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    Storing data across saved games from LUA

    And how you want to resolve it? I dont think that appending such data to save file is good idea. You can save additional data to same dir as civ5 saves with same name and different extension. Some games stored their saves in that way.
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    Storing data across saved games from LUA

    IMHO game has such fucntion: modUserData = Modding.OpenUserData(modid, modver); As I can sugest it creates new table for each modid, modver.
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    how more Iron?

    As I known sql it changes both. If you need to change one use something like that: <Where ResourceType="RESOURCE_IRON" and Quantity="2" /> or if you need to change all resources: <Set Quantity="4" /> <Where Quantity=2 />
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    Quick Modding Questions Thread

    This code looks like PyHelprs.getCityList :) User with 9.56 Posts Per Day can`t be lazy :) Needed.
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    Quick Modding Questions Thread

    It was so near that I can`t find it :) Some times it named more better when I can read c++ :) Something like that :) [city.changeExtraHappiness(+1) for city in [player.getCity(x) for x in xrange(player.getNumCities())]]
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    Quick Modding Questions Thread

    @The_J As I understand python calls many C++ functions. Can you tell me where I can get their source? this one here is not very informative :) And another question: If i want to add "+1 Happines" to all cities where I should do it? Is it any global object that stored this info?
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    Quick Modding Questions Thread

    Is is question or statement ? You can place any integer to first place(this place calls "key") and in any order. {1: (popup,("text",)), 4: (popup,("text",)), 2: (popup,("text",)), 55: (popup,("text",)), 3: (popup,("text",)), }
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    Quick Modding Questions Thread

    Python syntax: ("NextTurn") it is a string. ("NextTurn",) it is a tuple. for example: a = ("NextTurn") b = ("NextTurn",) a[0] = "N" b[0] = "NextTurn" And other feature: You can input text in two format: "Line1\line2\nline3" or """Line1 line2 nline3""" result will be same...
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    Quick Modding Questions Thread

    Lets try to code. first step: Add lines to CvEventManager.py: After imports: from myscript import Each_turn_event After: def onBeginPlayerTurn(self, argsList): iGameTurn, iPlayer = argsList Each_turn_event(iGameTurn,gc.getPlayer(iPlayer)) PS. Don`t forget an ident. This code...
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