Recent content by Slater

  1. S

    [GS] Yield for river adjacent tiles

    Seem like it's showing ^^ And for the image , right now don't really mind ^^i'm more focus on the feature and what to do about it.
  2. S

    [GS] Yield for river adjacent tiles

    https://steamcommunity.com/sharedfiles/filedetails/?id=2349699669 --> Here you go :) Touhma/Terrains-Yields-Expanded (github.com) --> The source code :) [BETA] - Terrains Yields Expanded
  3. S

    [GS] Yield for river adjacent tiles

    Hummmm ... I'm about to release a first version of the mod, i'll iterate on it. But I think a yield lense could be a good alternative if I can manage to do it properly. I'll check and let you know ( or tell me if you wanna try :D )
  4. S

    [GS] Yield for river adjacent tiles

    Well I was thinking about how natural disaster affect the map outside of city border to accomplish that but no idea how to do and trigger it yet ^^ Do you know how lenses are working ? maybe it could be possible to use a lense with the requirement to actually show the yields before hand ? What...
  5. S

    [GS] Yield for river adjacent tiles

    any luck ?
  6. S

    Quick Modding Questions Thread

    Is there a way to apply a list of modifier on all tiles following a requirement on the map at the beginning of the game ? I thougt about asking for help to do something a bit in the way of how disasters act on the map , because they basically modify yields outside of city limits for the entire...
  7. S

    Pls help with the translation of mods into Russian

    I don't understand , you don't know how to translate a mod or the game ?
  8. S

    [GS] Yields For Terrain type Adjacency

    I'm trying to add a rule to be able to modify the yield of tile depending on terrain adjacent to that same tile. After hours of research i come up with that : ( I checked how Pokieh did with it's civilization expanded mod ) INSERT INTO Requirements (RequirementId, RequirementType) VALUES...
  9. S

    [GS] Yield for river adjacent tiles

    Sure things , thanks for your help ! really !
  10. S

    [GS] Yield for river adjacent tiles

    Because when you go from : To that : Because you have modifiers stacking together from the river , the coast ( +1 food each ) & the mountain ( +1 prod around ) ( and multiple other in the future ) it's confusing for the player.
  11. S

    [GS] Yield for river adjacent tiles

    Yeah but it's more of a QOL stuff, like : i'm planning to add multiples yield modifications like that , I don't really want to calculate by head the yield after modification ... It would be wayyyyy better to have it BEFORE placing a city ISn't there a way to trigger that with Lua on the map...
  12. S

    [GS] Yield for river adjacent tiles

    That's what i'm already using , and it's not applying on the map , but on the tiles that have ownership apparenty. I based the script on the eye of sahara too ^^
  13. S

    [GS] Yield for river adjacent tiles

    So if i get it right , you are telling me that because River and coastal land are requirementSets and not features ( that can use the Feature_AdjacentYields table to adjust ) there is absolutely no way of doing what i'm trying to do ? with any kind of modifer ? or any kind of way ? IF yes...
  14. S

    [GS] Yield for river adjacent tiles

    Alright , INSERT OR IGNORE INTO GameModifiers (ModifierId) VALUES ('RIVER_ADDFOOD'); INSERT OR IGNORE INTO Modifiers (ModifierId, ModifierType,SubjectRequirementSetId) VALUES ('RIVER_ADDFOOD', 'MODIFIER_GAME_ADJUST_PLOT_YIELD', 'PLOT_ADJACENT_TO_RIVER_REQUIREMENTS')...
  15. S

    [GS] Yield for river adjacent tiles

    INSERT OR IGNORE INTO GameModifiers (ModifierId) VALUES ('RIVER_ADDFOOD'); INSERT OR IGNORE INTO Modifiers (ModifierId, ModifierType,SubjectRequirementSetId) VALUES ('RIVER_ADDFOOD', 'MODIFIER_GAME_ADJUST_PLOT_YIELD', 'PLOT_ADJACENT_TO_RIVER_REQUIREMENTS'); INSERT OR IGNORE...
Back
Top Bottom