Irkalla
ENTP POWWWEEEEEER
Is this a joke?
Which one(s) did you want to hook?
then what do you want to do with your script ?
Trying to make the game think something is road when it's not, to make it function like road.
Another thing I was trying to do was to change the rules about disembarking. I've got a unit that can embark but not disembark, and my inability to do anything is giving me a headache.
Trying to make the game think something is road when it's not, to make it function like road.
Another thing I was trying to do was to change the rules about disembarking. I've got a unit that can embark but not disembark, and my inability to do anything is giving me a headache.
the first one needs DLL modification, has it need to edit the pathfinder rules (good luck)
for the second, use GameEvents.UnitSetXY, check if the unit is embarked and remove the embarked promotion then (that will prevent it from disembarking). There will be a small issue with the pathfinder preview that will show paths via water to other landmass for the unit while it can't reach them.
My bad
IIRC there are some threads about helicopters and embarkation, but I can't remember where.
The hover domain is a fudge to get Airships working for the Smokey Skies scenario. As that scenario doesn't use helicopters they (Firaxis) didn't care too much about the impact of DOMAIN_HOVER on non-Airships (which have a few other promotions to get them to work properly).
Getting units to hover over coast but embark at deep water is a huge amount of work in the DLL - it's not just the path-finding for the hovering units, but also the path-finding / attack logic for land/sea units that can encounter them - see http://forums.civfanatics.com/showthread.php?t=492061 (and I've still not got it working correctly in all situations)
Knowing that you need to change the pathfinder, I'm curious, what would be that magical line ?If I could just hook into a method and change its behaviour... This would be a simple one liner in Lua. But noooooo.
Civ5 modding tools are better than civ4 modding tools. Simply because there wasn't any Civ4 modding tools except the world builder.You know, I hear there were mods bundled with a Civ 4 Expansion. That will never happen with Civ 5 because there are no mods that meet the bar. And there are none that meet the bar because we haven't been given the tools to make decent mods.
Better add what are the limitations that need to be fixed, the tools that need to be repaired or the hardcoding that need to be removed in Pazyryk's thread, and send that to them. "proper tools" need to be defined.I think I'm gonna write a petition or something, get a bunch of signatures, then send it to them. They should know that we demand a modding update. With the third expansion due for release within the coming weeks, we all know the time has come for us to take the reins and keep Civ 5 going. But without proper tools to do so, the game will stagnate and die off not long after we have our fun with the expansion.
Knowing that you need to change the pathfinder, I'm curious, what would be that magical line ?
Civ5 modding tools are better than civ4 modding tools. Simply because there wasn't any Civ4 modding tools except the world builder.
Better add what are the limitations that need to be fixed, the tools that need to be repaired or the hardcoding that need to be removed in Pazyryk's thread, and send that to them. "proper tools" need to be defined.
I agree with some of what you've written, but still don't see how it relates to the difference between civ4 and civ5 modding scenes.
You can do more without the DLL on civ5 than civ4 for example.
And talking of "modular manner", do you remember how many mods you can activate at the same time with civ4 ?
Spoiler :One.
That said, there are a lot of things that need to be fixed for civ5 modding, yes, and if we want them to be fixed, we have to list them.
Note that we can't hook Lua events on any part of the DLL, unless you're wanting to have the time to read a good book during each AI turn.
About your issue, embarking/disembarking is complex stuff, even if you could change the value returned by CanDisembark, it won't solve your problem (see Whoward's post), that's a core rule you're trying to change, you can't expect the devs to plan everything modder's imagination will want to do and add a switch to it, such a game would take forever to be released.