Hi,
I am playing with build number 1.0.2.666.
So I started a game with Kavitha on a duel map and lowest difficulty (Sputnik) to test out how far one can push the science per turn value in BE. Starting off with prosperity for fast expansion I got my 8 cities up very quickly and started heading...
Nice, observation! I tested it in MP and it works just fine. That's really awesome, however if there will be a number of mods working with this method we should setup a list of ID's that are being used by those, so they don't interfere. For now: I am using -111, -112 and -113 :D
Alright, thanks for the hint, will try to work it out from this if possible.
Yea, I think it is not clear through only this event, but I will try to combine it with Events.SerialEventUnitCreated so I know if it was a melee/ranged kill or a gift to the receiver.
Thanks, but I am searching for a way to recognize the event of someone gifting a unit, so I can manipulate the unit that I get through this method. I don't think there is a dedicated event for this, but perhaps it can be deduced from another event with a special condition... Otherwise the only...
Yea, it doesn't check if an event happened, but it checks if the units movement points are smaller than their maximum movement points. So it's basically the result of the unit moving.
Oh very nice! I also thought of the "march" promotion, but then realized that it would only work for land units...
Hi,
working on a mod that has to disable the user to move units at specific times during the turn. Currently I am doing this by setting the units movement points to 0. However, I noticed that this prevents a unit that actually hasn't moved to heal at the end of the turn. So I implemented a...
Hi again,
the test went very well, the mechanic worked exactly as you described. This way I am able to broadcast information to all players from a specific player and with a specific dummy building that are passed as argument in the CitySoldBuilding event.
Thank you very much!
One more question...
This sounds promising! I implemented the dummy building and set everything up to test it, have to wait for a friend to join me in the next days. I'll report back when I got some testing done, thanks!
Hi, I am wondering how to send information to another/all other players in a network multiplayer game.
1. I saw another mod use Plot.GetScriptData()/SetScriptData() to set and get data from a specific plot on the map, however this didn't work for me. Is there any method that needs to be invoked...
The problem with Events.WarStateChanged is, that it does not allow you to cancel the event by returning false. But I also found, that GameEvents.CanDeclareWar does not prevent the human player from declaring war even when returning false in any case. (Is perhaps only for AI?)
So I will try with...
Hi,
so am trying to prevent a player from declaring war between turns and remember the declarer/declaree to declare war automatically at the start of the next turn.
This is what I tried:
local declareWarNextTurn = {}
function OnCanDeclareWar(t1, t2)
declareWarNextTurn[t1] = t2...
Thanks for the reference and explaining what the differences are. I got it to work by just removing the semicolons behind the "Events." lines. Sorry about even asking, I guess I need to abandon my C++ habit in Lua ;)
Hi all,
I have some trouble getting events to work. I am trying to hide/show a UI element when the player opens/closes a city screen using the following code:
function Show()
Controls.MyLabel:SetHide(false)
end
function Hide()
Controls.MyLabel:SetHide(true)
end
function...
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