Recent content by Onni

  1. O

    Libraries?

    I was just testing this myself and was able to call functions between different mods. Although it's true what Whoward69 said, but there is a way around these sandboxes. Method is to piggyback a globally exposed table. It even has the same function id on both cases so it's not a copy. It's kind...
  2. O

    How do I determine plot location?

    One way do to this is: local _Result = {} local _Player = Players[Game.GetActivePlayer()] for _City in _Player:Cities() do local _cityId = _City:GetID() _Result[_cityId] = {} for i = 0, _City:GetNumCityPlots() - 1, 1 do local _Plot = _City:GetCityIndexPlot( i )...
  3. O

    [UI]CivWillard

    I've progressed a lot with 2.0, but there are still many things on the pipeline. Release questimate is 1-2 weeks. Here are some samples about the new sidebar and the Tooltip-O-matic. My hope was to let people have a chance to create their own counter/tooltip/view - packages that they...
  4. O

    [UI]CivWillard

    That's the plan. Not 1.0 thou. I'm going all in for 2.0. :eek:
  5. O

    [UI]CivWillard

    Cheers for the heads up message to Llamapower. And nice to see that there are still interested users for this. :) Haven't even played Civ 5 for a long time, but I guess now is a good time to start again. I'll look into adding this to Steam Workshop. Other option is that I'll continue the...
  6. O

    [UI]CivWillard

    That's a good idea. I'll add an option to include yourself in the list of MajorCivs. I think there is a way to check peace negotiation availability. Maybe I'll add a new column where it displays current forced pease turns/ready to negotiate peace? Even if the buttons were at the center...
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    [UI]CivWillard

    Happy new year everybody and thanks for your encouraging words. :) Sorry to hear that. I'll add to the OP a little troubleshooting guide with instructions on how to reset the mod. 1) The idea was to let people use the mini-skin if they wanted to create small windows. So that's why I haven't...
  8. O

    Creating UI mods with lua & xml

    Sorry for the late answers, but I was taking a little break from Civ modding.. :crazyeye: I think the correct xml might be DiploTrade.xml? All the lua-action in trade-window is handled in TradeLogic.lua (which doesn't have equal xml-file). What do you mean with this virtual button? Do you...
  9. O

    [UI]CityWillard - Easy City management

    This mod has been merged with CivWillard. Please disable this one and use that in the future...
  10. O

    [UI]DiploWillard - Easier City-States management from one window

    This mod has been merged with CivWillard. Please disable this one and use that in the future...
  11. O

    [UI]CivWillard

    Also reserved for future...
  12. O

    [UI]CivWillard

    Reserved for future...
  13. O

    [UI]CivWillard

    With this mod you can manage your Cities, City-states and Major Civ relationships. It kinda includes three different mods that use same structure. Lots of basic information that you need all the time is hidden in the Vanilla UI behind 2-3 screens. With this mod you can customize your own screens...
  14. O

    Can you mod the DB from a lua file?

    Actual game = after loaded/started a new game Seems that you can update the game on-the-fly with data from Civ5LocalizationDatabase.db, but not from Civ5DebugDatabase.db. It might be possible to use this reference tag to connect these two together? Perhaps even create a custom table in...
  15. O

    Can you mod the DB from a lua file?

    You can update the DebugDatabase using Lua at any point using this method: Create a custom set in your ModProperties->Actions (Eg. MyAction, UpdateDatabase, MyRules.xml) Execute this set with command: Modding.PerformActions("MyAction") It does update the database, but it still doesn't...
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