You can add it now. Watch out for merge conflicts in CvAStar.cpp. I've done a lot of modding in there for GP movement.
OK. I'll take a look at changes (I think I can spot any conflicts) and merge if it looks safe. I guess that the real logic for this system is on the Lua side? I'll try to get that in and tested for release.
[COLOR="Magenta"]inline bool IsCivilianUnit() const
{
return !(IsCombatUnit() || isRanged());
}[/COLOR]
inline bool IsCombatUnit() const
// Added in Civ 5: Destination plots can't allow stacked Units of the same type
if((bMoveFlags & MOVEFLAG_DESTINATION) && [COLOR="magenta"]!IsCivilianUnit()[/COLOR])
if ([COLOR="magenta"]IsCivilianUnit()[/COLOR])
return false;
if(isHuman() && getOwner() == GC.getGame().getActivePlayer())
Major new development build committed at the Ea_III_Sword_and_Sorcery repository. Follow the link in the Readme there to the new Media Pack v4 (required).
This fixes the broken soundtrack and adds tons of new units, both wandering animals and barbs (with new barb encampment types). A few units added in Media Pack aren't added to game yet, but will be soon.
Edit: Almost forgot, the Éa III Sword & Sorcery Manual is now online here. I still have some updating to do before official release, but it's close...
I forgot I was supposed to post the project and not the build. Is there any reason you need the project for that? They are not that frequent and we can't GitHub them anyway.It's kinda hard to build the Media pack without the modbuddy solution. Other than that, I'm liking what I'm seeing in the changes.
I forgot I was supposed to post the project and not the build. Is there any reason you need the project for that? They are not that frequent and we can't GitHub them anyway.
No you don't. Éa Media Pack (v 4) is just a stand-alone mod, completely separate from Éa III Sword and Sorcery (although the later depends on the former). It's already built with its modinfo file. Unzip it in your MODS folder and you should be ready to go.... I need to build everything manually to play.
No you don't. Éa Media Pack (v 4) is just a stand-alone mod, completely separate from Éa III Sword and Sorcery (although the later depends on the former). It's already built with its modinfo file. Unzip it in your MODS folder and you should be ready to go.
one of us could mod dll to support negative happiness from buildings. It's low priority though (there are bigger problems to find).
#if !defined(MOD_API_EXTENSIONS)
// Trust the modder if they set a building to negative happiness
if(pBuildingInfo->GetHappiness() > 0)
#endif
{
ChangeBaseHappinessFromBuildings(pBuildingInfo->GetHappiness() * iChange);
}
#if !defined(MOD_API_EXTENSIONS)
// Trust the modder if they set a building to negative global happiness
if(pBuildingInfo->GetUnmoddedHappiness() > 0)
#endif
{
ChangeUnmoddedHappinessFromBuildings(pBuildingInfo->GetUnmoddedHappiness() * iChange);
}
unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, x, y)
> unit:CanRangeStrikeAt(53, 32)
true
> unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, 53, 32)
> unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, 53, 32, 0, 0, 1)
> unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, 53, 32, 0, 0, 1, nil, Map.GetPlot(53, 32), unit)
> unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, 53, 32, 0, 0, 1, nil, unit:GetPlot(), unit)
> unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, 53, 32, 0, 0, 1, -1, unit:GetPlot(), unit)
> unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, 53, 32, 0, 0, 1, 19, unit:GetPlot(), unit)
> unit:PushMission(GameInfoTypes.MISSION_RANGE_ATTACK, 53, 32, 0, 0, 1, 19, Map.GetPlot(53, 32), unit)
Can anyone help me out here?