civaddiction
Chieftain
- Joined
- Dec 30, 2014
- Messages
- 96
Thanks! I had to comment out this section in order for the cultural tooltip to work:
Code:
-- Putmalk
-- Culture from Vassals
local iCultureFromVassals = pPlayer:GetJONSCulturePerTurnFromVassals();
if (iCultureFromVassals ~= 0) then
-- Add separator for non-initial entries
if (bFirstEntry) then
strText = strText .. "[NEWLINE]";
bFirstEntry = false;
end
strText = strText .. "[NEWLINE]";
strText = strText .. Locale.ConvertTextKey("TXT_KEY_TP_CULTURE_VASSALS", iCultureFromVassals);
end
Which I believe was fine because you replaced its function with this code
Code:
-- C4DF
local iCultureFromVassals = pPlayer:GetYieldPerTurnFromVassals(YieldTypes.YIELD_CULTURE);
if (iCultureFromVassals ~= 0) then
-- Add separator for non-initial entries
if (bFirstEntry) then
strText = strText .. "[NEWLINE]";
bFirstEntry = false;
end
strText = strText .. "[NEWLINE]";
strText = strText .. Locale.ConvertTextKey("TXT_KEY_TP_CULTURE_VASSALS", iCultureFromVassals);
end
Code:
-- Putmalk: Vassal
if (iExtraHappinessForVassals ~= 0) then
strText = strText .. "[NEWLINE]";
strText = strText .. " [ICON_BULLET]" .. Locale.ConvertTextKey("TXT_KEY_TP_HAPPINESS_VASSALS", iExtraHappinessForVassals);
end
Code:
-- C4DF
-- Happiness from Vassals
local happinessFromVassals = pPlayer:GetHappinessFromVassals(); -- Compatibility with Putmalk's Civ IV Diplomacy Features Mod
-- END
Code:
-- C4DF
if (happinessFromVassals > 0) then
strText = strText .. "[NEWLINE]";
strText = strText .. " +" .. Locale.ConvertTextKey("TXT_KEY_TP_HAPPINESS_VASSALS", happinessFromVassals);
end
-- END

Code:
else
iTurns = iCultureNeeded / pPlayer:GetTotalJONSCulturePerTurn();
iTurns = iTurns + 1;
iTurns = math.floor(iTurns);
end
Code:
else
iTurns = iCultureNeeded / pPlayer:GetTotalJONSCulturePerTurn();
iTurns = math.ceil(iTurns);
end
EDIT: (could be specific to modpack creation)
During game testing, I saw that there was some text missing in the trade window, text that had to do with C4DF such as tech trading and vassalage, so I just copied every entry from C4DF's en_US_Text_UI.xml to CP's NewText.xml and rebuilt the modpack. This step seems to have fixed the missing text.