Recent content by zzragnar0kzz

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    CIV VI MONTHLY CHALLENGES NOW ON STEAM

    If you're using Enhanced Goodies and Hostile Villagers and/or Enhanced Natural Wonders Selection, one or both is very likely the culprit. This game update introduced a new MainMenu.xml template which at the very least has new instance definitions for the carousel UI shown in the screenshot...
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    Replacing Frontend UI Scripts

    @Infixo This is essentially what I'm doing. Unless I'm missing something, though, in the case of AdvancedSetup, wouldn't MainMenu.xml still need to be edited to point to the new wrapper files? Then the wrappers would include the existing/last imported AdvancedSetup, and other files as needed...
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    Replacing Frontend UI Scripts

    @Zegangani The lack of ActionCriteria in the FrontEnd definitely makes this more difficult. This method works pretty well with the script files, but the XML elements are another matter entirely. Beyond simply hiding a few buttons, I lack the knowledge to craft a version that incorporates...
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    Replacing Frontend UI Scripts

    @Zegangani EGHV is Enhanced Goodies and Hostile Villagers, and ENWS is Enhanced Natural Wonder Selection. The former adds a picker for choosing which tribal village rewards are enabled, along with a slider for adjusting the frequency of goody huts that appear ingame. The latter changes the...
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    Replacing Frontend UI Scripts

    @Infixo I have tried putting the new file in a ReplaceUIScript action in the FrontEnd, and it is also in an ImportFiles action there, as well as in the main Files list. It appears to do nothing at all; no errors are generated in the Modding log, and the last imported AdvancedSetup script loads...
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    Replacing Frontend UI Scripts

    @Infixo In general, if Mod A, Mod B, and Mod C all alter the same Frontend script, I want them all to function properly when all of them are enabled, or when only one or two of them are. In particular, I want my mods (EGHV and ENWS) to work whether or not YnAMP is enabled, but because all of...
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    Replacing Frontend UI Scripts

    Using AdvancedSetup as an example, the go-to method to make modifications to this script would be to copy the base game's version into your mod, make the necessary changes, and add it via an <ImportFiles> tag in your .modinfo's <FrontEndActions> section. This obviously works, but since only the...
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    Unit Experience Modifiers

    Next time I should dig through the database a little more thoroughly. It appears that the modifiers in question are all applied as unit abilities. Please disregard.
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    New Modifiers

    Collections/Effects/Modifiers are supposed to simplify things, but I dunno, I find them to often be unintuitive and cumbersome to use; I will also admit to a lack of knowledge there, so it might just be me. With that said, if you haven't yet found a solution, you can probably achieve what you're...
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    Question about error message in the logs

    UNIQUE constraint failed usually indicates that you're trying to add a row where the specified values for the indicated columns are already used in another row in the table. NOT NULL constraint failed usually indicates an attempt to insert a null value into a column that requires a non-null...
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    Unit Experience Modifiers

    I am working on a mod that allows a unit to continue receiving experience after it has reached the maximum amount for its current level and has a promotion pending. Experience earned while the unit has a promotion pending is calculated and stored. Upon promotion, any stored experience is applied...
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    LUA, Goody Huts, and You

    Addendum 2: I was a fan of the hostile villager "rewards" in Civilization IV, and IMO the lack of any such rewards in this game is an oversight. YMMV in this regard, of course, but since Lua provides a way to implement such a reward, let's correct that oversight as an example of what we can do...
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    LUA, Goody Huts, and You

    Addendum 1: The plot coordinates provided by ImprovementActivated can also be retrieved by using the iUnitID value provided by GoodyHutReward, IF that value AND the value of iPlayerID are NOT -1. Since ImprovementActivated always provides the direct coordinates to the target plot without any...
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    LUA, Goody Huts, and You

    Correction 1: Regarding the iUnitID values provided by the two Events, I did not accurately pinpoint the source of the only-sometimes discrepancy I was seeing between these values until earlier today. It turns out that the GoodyHutReward Event fires when Sumeria clears a barbarian camp, since...
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    LUA, Goody Huts, and You

    Numerous edits to the OP to clarify and correct information, to provide new information, and to update and clean up existing code samples.
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