Hey all,
I have a Custom Civ with a Custom Improvement (Works a lot like the Kasbah). Anyways, this mod was written like a year or two ago and worked fine with Vox Populi then. Only thing is I just updated (for the first time since then) to the latest (3.8.2) today. Everything about the civ...
Couldn't agree more with you CJKane (and you said it better than I even have). Been here a while, and while I have cobbled together some basic understanding (can mod the XML, SQL, and very basic lua, as well as do very basic trouble shooting when a mod created by modbuddy won't work) I agree...
Hey, I have a custom civ (that I made) that I have been playing for a while, but would like to change up the flavor a little bit. Used to do a bit of modding but now I am a little rusty and need some help.
The civ is for vox populi and I would like the leader trait to grant +1 happiness per...
I am taking the 'Honor' policy and it is correctly giving me units for cities that reach 10 population. My question is "how does it decide what units to give you?" I am able to build musketmen and would prefer them, but out of the 30 cities I have 29 of them producing tercio and only one...
@LeeS I found your code for adding a policy at the start of a game here.
local iAbilityEffectDummy = GameInfoTypes.POLICY_BE_FRUITFUL_AND_MULTIPLY
local iRequiredCivilization = GameInfoTypes.CIVILIZATION_ATLANTIS
function AddPolicyOnInit()
for playerID = 0, GameDefines.MAX_MAJOR_CIVS - 1 do...
So, I tried running it again with no changes to the code and it is working. I think I might not have cleared the lua log like I thought I had and I was looking at an old log. I got it working again, but not exactly sure how. Thanks for all your help. If I find out what happened I will post...
@jarcast2 Sooooo.... Have a question about an error I am suddenly getting from this code.
So, when I first applied this code to my mod, it worked... sort of. It was giving the promotion to everybody, but it was a step in the right direction. While working on a solution to that, it stopped...
Of course it does. Thanks. I guess I could switch gears and try it another way. Since you cannot reduce the cost of civilian units through a civ's trait, the only way I can think of of giving a civ cheaper settlers is to create a mock policy and grant it for free at the beginning of the game...
Sorry, didn't expect such a fast reply. I edited my original question, but here is the jist. Where is the production cost of settlers set/determined? It doesn't seem to be in the same place as all the other units.
This might be kind of a stupid question, but I am having troubles finding something that seems pretty basic to me. Where the hell do we find/edit how much units cost in production? Can't find it anywhere! I want to make a unique unit cheap to build as one of its strengths. Thanks.
EDIT...
Thanks for the confirmation Lee S. I would have likely banged my head against that wall for a while thinking I was just forgetting a close bracket in my code somewhere.
So, any suggestions on how to get civilian units free promotions through traits?
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