Yes, some mods driftes in absurdity, because the modders put to many stuff in the mod, like C2C. They dont focus. But in my opinion my mod isnt absurd or overloadet. ;)
Its an ecxellent example for well developed Features!:)
Thank you!!!
Hello!
My new Notebook support G-Sync, i made all the necessary adjustments in the NVidia Control Panal...
But i dont know if i should turn on/of vertical synchronisation in the beyond earth grafic options...
Yes i have. Im just to stupid to paste and copy.
...error Message in....
pPlayer = gc.getPlayer(iPlayer)
bBuilding = False
bUnit = False
if pCity.getNumActiveBuilding(gc.getInfoTypeForString("BUILDING_PERIMETER_DEFENSE")) > 0 or...
Sorry for the late answer! :sad: But the last days i had much to work. :cry:
Yes that could be! My test was a result of a Bunker3 in the City.
The units "Bunker" are defined as follows:
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_BUNKER3</Class>
<Type>UNIT_BUNKER3</Type>
</UnitInfo>...
Oh thank you guys for your help!
But after i destroyed the buidling Perimeter Defense via spy mission...the Bunker Unit (wich was created by finisching the perimter Defense) still exists.
Thats the code:
pPlayer = gc.getPlayer(iPlayer)
bBuilding = False
bUnit = False
if...
1.) You're right - will delate pCityPlot = gc.getMap().plot(pCity.getX(), pCity.getY()) and will change pCityPlot to pPlot
2.) You're right - I'll change it
3.) Dont know how
4) The Problem is, the Bunker Unit could be destroyed via a battle.
In this case, as long as the Building Perimeter...
I do that, but a quari is missing i think.
def onCityDoTurn(self, argsList):
'City Production'
self.parent.onCityDoTurn(self, argsList)
pCity = argsList[0]
iPlayer = argsList[1]
pPlot = pCity.plot()
#####Bunker entsteht beginnt#####
if...
...with espionage missions you can destroy buildings!
I have a problem that there is a building that creates a bunker unit. When this building is destroyed by a spy mission , the bunker remains, but that should not be.
Is there a way to regulate the problem via Python or must that be made...
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