Recent content by StandardGaussian

  1. StandardGaussian

    UI: Marking/highlighting tile edges in custom lenses

    A few more musings: I've thought about how the Empire lens draws boundaries around your cities and using that, but the mechanism used there in the Lua API seems to always want to draw a full boundary around a set of plots, not just draw a boundary along certain edges, so rivers which don't...
  2. StandardGaussian

    UI: Marking/highlighting tile edges in custom lenses

    It turns out... I'm dumb! Movement on roads also depends on actually following the road, it requires you to move from a road tile onto a road tile. That makes things a lot more complicated than just coloring the tile. The trader route UI might be usable to draw roads in the lens, but I kind of...
  3. 20200806154924_1

    20200806154924_1

    Custom Movement Lens with initial river crossing UX
  4. StandardGaussian

    Lua Objects

    The reason I brought up WorldBuilder is that it appears able to assign plot ownership to specific cities at runtime through WorldBuilder.CityManager(), which gives me the impression that it does more than simply construct the game world before the game starts. I imagine the function I'm looking...
  5. StandardGaussian

    Lua Objects

    Does anyone have info related to manipulating districts specifically through Lua? The documentation you guys have uncovered so far is great, but I'm stuck at WorldBuilder.CityManager(), which I assume would be my portal for changing all things about cities, but I can't find any functions to set...
  6. StandardGaussian

    Setting adjacency bonuses through Lua

    Hey there, A while back, I was trying to implement an odd sort of adjacency bonus detailed in this topic: https://forums.civfanatics.com/threads/specific-resource-adjacency-bonuses-for-districts.612141 My workaround works 99% of the time, though of course it's far from ideal: you get a magic...
  7. StandardGaussian

    Culture Bomb Requirements/Arguments?

    Wow Gleb, thanks a bunch! I'll definitely be trying this out and integrating it ASAP.
  8. StandardGaussian

    Culture Bomb Requirements/Arguments?

    Yeah, I've tried a bunch of workarounds, but with no success. If we could remove modifiers, something could work, but the mechanic is exposed in a really rigid way. Culture bomb is the only mechanic that's "registered" someplace untouchable with an opaque effect in-advance, it can't be applied...
  9. StandardGaussian

    Making a New Leader and Civilization

    Wherever you have Steam installed, generally under Program Files on Windows: <SteamDirectory>/steamapps/workshop/content/ Each folder in there corresponds to a game you have workshop content for, and the folders inside that are the various workshop mods you've got installed for that game. You...
  10. StandardGaussian

    Specific resource adjacency bonuses for districts

    For anyone interested, my solution was: 1. Change the design from "+2 prod if adjacent to at least one strat resource" to "+2 prod if adjacent to at least one improvement over a strat resource." 2. Use the trait that gives you the district to add an ImprovementModifier to all the relevant...
  11. StandardGaussian

    Culture Bomb Requirements/Arguments?

    Right now, it looks like the only way to culture bomb is to set a culture bomb trigger with MODIFIER_PLAYER_ADD_CULTURE_BOMB_TRIGGER, and the modifier you make can take arguments of various types, like BuildingType,ImprovementType, DistrictType, etc:. Since there's no reference for this, we...
  12. StandardGaussian

    Making a New Leader and Civilization

    For #3, don't worry about it. The format for ArtDef files doesn't follow a "correct" XML schema, but the parser that the game will use knows how to read them just fine, so just ignore those errors. If you're ever in doubt, look at files under Civ 6 on Steam. Under...
  13. StandardGaussian

    Specific resource adjacency bonuses for districts

    I have a unique district (Imperial Treasury) whose abilities read as follows: +1 Gold if adjacent to City Center +2 Production is adjacent to at least one Strategic Resource The first bit is easily handled through the usual District_Adjacencies table stuff. The second is handled by a modifier...
  14. StandardGaussian

    Projects Prereqs: Tying a project to a specific civ trait

    The idea is to attach the modifier to the player trait, and then the trait modifier is the one that targets COLLECTION_PLAYER_CAPITAL_CITY to grant a building, so moving capitals is never a problem because the applying modifier isn't attached to any particular city. I can probably ignore the...
  15. StandardGaussian

    Projects Prereqs: Tying a project to a specific civ trait

    My first inclination was to make it a replacement for the Palace, but setting the "capital" flag auto-builds the building in addition to the palace. It looks like the game has separate logic to spot check whether your capital has a palace, and doesn't check if the palace has been replaced in the...
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