Never mind, the one for improvements doesn't even do what I would expect. No wonder none of this is making sense to me. It's all about graphics events and when stuff is drawn or becomes visible.
RESOURCE_COWWhere's the beef?
Taken from tutorial:
"A good idea in theory would be to detect when the user is going to save his game so that you only write data at this point. Unfortunately there is no event for this circumstance"
That's insane! I am supposed to do database writes to presist data on every do turn? Is there a DLL fix for this performance nightmare?
Ah yes, nothing like handling things all the hell all over the place instead of at some clean pinch pointYou can always hack the Lua to intercept the Save button click ... from multiple menus. And don't forget auto-save and quick save ... and save to cloud ... and probably a few others I've forgotten.
Ah yes, nothing like handling things all the hell all over the place instead of at some clean pinch point![]()
Is there a DLL fix for this performance nightmare?
UI.SaveGame( Controls.NameBox:GetText() );
You can always hack the Lua to intercept the Save button click ... from multiple menus. And don't forget auto-save and quick save ... and save to cloud ... and probably a few others I've forgotten.
How can I intercept clicks like these?
City.ChangeBaseYieldRateFromMisc(GameInfoTypes.YIELD_FAITH, LOCAL_NAME)
City.ChangeBaseYieldRateFromMisc(GameInfoTypes.YIELD_CULTURE, LOCAL_NAME)
City.ChangeBaseYieldRateFromMisc(GameInfoTypes.YIELD_HAPPINESS, LOCAL_NAME)