Recent content by whoward69

  1. whoward69

    Tradition Free Culture Building Messing With UB LUA

    IIRC GetNumRealBuilding returns the number constructed, GetNumFreeBuilding returns the number gifted and GetNumBuilding returns the sum of those two. So your code is behaving as expected, you're just using the wrong method
  2. whoward69

    Need help fixing my mod.

    See https://forums.civfanatics.com/threads/file-attributes-properties-is-that-vfs-ingameuiaddin-or-updatedatabase.487846/
  3. whoward69

    Editing Unit Flavors

    IIRC the problem is not with the AI wanting to build anti-air units, but with the AI building anti-air units as offensive/defensive land units because the "unit power" maths is broken and makes them look like super-powerful general-purpose units. EDIT: This is my original spreadsheet. Col A is...
  4. whoward69

    Editing Unit Flavors

    The anti-air spam is due to some dodgy maths in the (unmodded) DLL that applies promotion bonuses to all forms of attack and not just to those limited by the domain (so the AA guns are being boosted up the list of good land units to build because of their bonuses against air units). From the...
  5. whoward69

    [BNW] Reimplementing Dance of the Aurora as a building bonus

    https://forums.civfanatics.com/threads/bnw-lua-api-reference.558353/
  6. whoward69

    [BNW] AddGameplayScript not working

    Take a look at "My Changes" mod (link in sig) as it's setup correctly for XML, SQL, UI and Lua additions
  7. whoward69

    Simple Question: how to remove yield from tundra hills?

    The XML code given above sets all values TO 1 while the SQL SUBTRACTS 1 from the current value SQL Before After 3 --> 2 2 --> 1 1 --> 0 XML Before After 3 --> 1 2 --> 1 1 --> 1 To do the same with XML you'd need multiple updates with an extra Where parameter Where Yield=1, Set Yield=0 Where...
  8. whoward69

    [BNW] Creating a simple xml mod

    Short answer, that code is trying to ADD a new entry with ID=0, which is already in the database so will generate an error (see the link in my sig for enabling the error logs). What you need to do is UPDATE the existing entry. There are several tutorials on the XML you need to do that.
  9. whoward69

    Creating a new civ?

    https://forums.civfanatics.com/threads/xml-data-files-for-standard-civilizations-inc-dlc.490901/
  10. whoward69

    [BNW] Hiding "dummy" units from the Civilopedia?

    https://forums.civfanatics.com/threads/bnw-showinpedia-for-almost-all-primary-tables.520658/
  11. whoward69

    [vanilla] Does one of the most essential (IMO) mod for vanilla Civ5 exist ?

    It's a DLL fix and you won't find any of those for vanilla, as almost every modder move to BNW https://www.picknmixmods.com/mods/CivV/Global/Units%20Awake%20In%20Danger.html
  12. whoward69

    Need Help Disabling Ancient Ruins Reward

    https://www.picknmixmods.com/mods/CivV/Goody%20Huts/No%20Maps.html
  13. whoward69

    C++/Lua Request Thread

    My "minor civs" do you mean City States? There is code in the DLL for city states that makes them always raise a captured city if it would take their happiness below 0 - which is most of the time as they tend not to build happiness buildings. A City State with multiple cities is almost...
  14. whoward69

    C++/Lua Request Thread

    Welcome back to the Land of Rust! Didn't check the code (too much rust myself to be able to just scan it any longer) pCity:IsCapital(), pCity:IsOriginalCapital() and pCity:IsOriginalMajorCapital() are the methods you're interested in (not so much rust that I can't find my spreadsheets!) W
  15. whoward69

    Looking for DLL help (Unified Yields)

    Correct, apart from bug fixes (science overflow and many others), all game play changes are disabled without the corresponding mod that turns them on Most mods are XML/SQL (database) and LUA (UI/Logic) and are "swappable" (enabled/disabled). The problem is that for DLL (C++) mods you can only...
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