Jabie
Wanted in Monte Carlo...
Out of the blue, the new patch for BtS is out. How do this affect ffH? Discuss.
- Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
Bwahaha. That's what happens when you use Steam.![]()
Not so once we get 3.19 installed!Ahh - but secure-rom happens when you don't.
Ahh - but secure-rom happens when you don't.
I find that the benefits usually outweigh the costs... usually...
-Colin
I CAN'T USE SCORCH, SPRING, or VITALIZE.
Uhm, no it doesn´t either.Ahh - but secure-rom happens when you don't.
Yeah, no more German speaking falcons and Mannish grunting Brigits?CvCity
getBuildingArtInfo
getBuildingVisibilityPriority
These two give you greater control over how cities look. Haven't really thought of any great applications for them... will probably be mod-specific.
getMusicScriptId
getSoundscapeScriptId
These affect city sounds. I'd like to tweak these myself because I want there to be a distinction between the sounds of coastal and inland cities. When you open a coastal city screen, you might hear seagulls, a boat horn, etc.
getBuildQueue
Not sure why you'd want to mess with this, but there it is.
CvUnit
getSelectionSoundScript
Want your Roman unit to shout in Latin when you click on him in the ancient era and in Italian when you click on him in the modern era? This is where you'd code that.
getLayerAnimationPaths
The greatest unexploited feature in BtS... the Layer Animation Paths. No Unit Maker that I know of has ever actually made units to take advantage of this fantastic feature. Previously, changing the layer animation paths was strictly reserved for promotions, but with this function exposed you can have it based on virtually any criteria you want.
isCombatVisible
Basically controls quick combat. Could use it to have certain types of units skip battle scenes even if the Quick Combat option isn't turned on