Recent content by Ewok-Bacon-Bits

  1. Ewok-Bacon-Bits

    Ennorath Civilizations - Alpha

    Yes they are civ-related, one of them is a "fantasy setting" but will play like a game of civilization instead of a set scenario (sort of like FFH), which I think will be a lot more fun.
  2. Ewok-Bacon-Bits

    Ennorath Civilizations - Alpha

    Hey Stew, I may eventually update this mod but for now I'm busy with life things, and other bigger-better projects. Unfortunately, its not very quick and easy given the release of the expansion as well as all the other updates civ 6 has recieved, especially since the UI is so different in Ennorath.
  3. Ewok-Bacon-Bits

    Ennorath Civilizations - Alpha

    You don't need any dlcs, i believe it will just turn them off when the modded game starts.
  4. Ewok-Bacon-Bits

    Military Doctrines / Promotion System Rework

    Does the doctrine screen show up when you press x?
  5. Ewok-Bacon-Bits

    Military Doctrines / Promotion System Rework

    The button is only available with CQUI, or should be. If you don't want to use CQUI just use 'x' which I think you already are. I knew about the Australia mod, it adds two Australia specific promotions which is what causes the conflict. I can look into a hotfix but I think there was a reason I...
  6. Ewok-Bacon-Bits

    Military Doctrines / Promotion System Rework

    You could try by eliminating one mod at a time to find the interference and you could maybe try posting a mod list here I can help you out.
  7. Ewok-Bacon-Bits

    Military Doctrines / Promotion System Rework

    I don't have a reference to a 'PROMOTION_AI_STOPPER_HUNTER', perhaps this is from another mod? I do have a reference to a "PROMOTION_AI_STOPPER" and I just looked through my code and none of those references have a _HUNTER in front. I also just did a quick test and got no error.
  8. Ewok-Bacon-Bits

    Military Doctrines / Promotion System Rework

    Ewok-Bacon-Bits updated Military Doctrines / Promotion System Rework with a new update entry: Updated for CQUI load order Read the rest of this update entry...
  9. Ewok-Bacon-Bits

    Lua Objects

    You guys got my hopes up :lol: but maybe it did change I don't know. Also this might be a stupid question but since we can use Include("File") could we pass variables/functions through that between script and UI that way?
  10. Ewok-Bacon-Bits

    Lua Objects

    Can we *now* edit/define exposed member values in the UI context and still get those values from the gameplay script? I wasn't able to do that so I was using different methods to pass UI variables to the gameplay script before.
  11. Ewok-Bacon-Bits

    Lua Objects

    Ok here is the UI differences that I could find, with the dump attached. Again, I could of missed stuff. I added "GetNetworkIdentifer" and "GetGovernors" to the ignore for it too work. Though I manually added all the GetGovernor attributes I could find.
  12. Ewok-Bacon-Bits

    Lua Objects

    I uploaded the log for Scripts. The UI one was getting errors so I might mess around and see what I find later not sure if you know Gedemon? I looked through and picked out all the differences, it is possible I missed some. Here is a list of events that I found that were different; I'm sure...
  13. Ewok-Bacon-Bits

    Fantasy (Reverse Fractal) Style MapScript

    Ewok-Bacon-Bits updated Fantasy (Reverse Fractal) Style MapScript with a new update entry: Updated for Rise and Fall Read the rest of this update entry...
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