.

I'm not 100% sure because I haven't worked with Great People that much but possibly this doesn't work because "Great People" is a category rather than a specific unit due to each Great Person being its own unique entity with special abilities. Again I'm not certain of this. There are instances where you can refer to the general category in the Units table (e.g. when adding +GPP points towards great people) and instances where you need to refer them to as specific units, which may be the case here.
 
A DynamicModifier is just a way to create ModifierTypes, which is nothing more than an EffectType with a certain scope (called a "CollectionType"). In other words, it takes whatever Effect and determines whether it applies to a Player, a City, a Unit, All Units, All Players, Just Cities Owned by this Player, etc.

I don't know why they call it a DynamicModifier TBH. A better name for this table would be "ModifierTypes" because that is really all that it does. Just creates a definition for a ModifierType that you can then use in the Modifiers table.
 
Have you tried GreatPersonClassType instead of Unit-type in the setup of the requirements, as is done for the Halicarnassus Wonder?
Code:
		<Row>
			<RequirementId>REQUIREMENT_UNIT_IS_ADMIRAL</RequirementId>
			<Name>GreatPersonClassType</Name>
			<Value>GREAT_PERSON_CLASS_ADMIRAL</Value>
		</Row>
hmm...even this may be a "sorry, never mind" because there doesn't seem to be a requirement-type or effect-type that ties to a great person class being within a tile. unless you can string this onto the Plot_unit_type_matches requirement via a TEST_ALL
 
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