IDK if your "or" is important, if that the case I suppose you need multiple criteria.Anyone knows how to create a criteria in .modinfo that would activate when XP1 or XP2 is used?
[...]
<ReverseReferences>
<Mod id="1B28771A-C749-434B-9053-D1380C553DE9" title="LOC_EXPANSION1_MOD_TITLE"/>
<Mod id="4873eb62-8ccc-4574-b784-dda455e74e68" title="LOC_EXPANSION2_MOD_TITLE"/>
</ReverseReferences>
<ActionCriteria>
<Criteria id="IndonesiaKhmer" any="1">
<LeaderPlayable>Players:StandardPlayers::LEADER_GITARJA,Players:StandardPlayers::LEADER_JAYAVARMAN,StandardPlayers::LEADER_GITARJA,StandardPlayers::LEADER_JAYAVARMAN,Players:Expansion1_Players::LEADER_GITARJA,Players:Expansion2_Players::LEADER_JAYAVARMAN,Players:Expansion2_Players::LEADER_GITARJA,Players:Expansion2_Players::LEADER_JAYAVARMAN</LeaderPlayable>
<RuleSetInUse>RULESET_STANDARD,RULESET_EXPANSION_1,RULESET_EXPANSION_2</RuleSetInUse>
</Criteria>
<Criteria id="IndonesiaKhmer_Expansion1" any="1">
<LeaderPlayable>Players:Expansion1_Players::LEADER_GITARJA,Players:Expansion1_Players::LEADER_JAYAVARMAN</LeaderPlayable>
<RuleSetInUse>RULESET_EXPANSION_1</RuleSetInUse>
</Criteria>
<Criteria id="IndonesiaKhmer_Expansion2" any="1">
<LeaderPlayable>Players:Expansion2_Players::LEADER_GITARJA,Players:Expansion2_Players::LEADER_JAYAVARMAN</LeaderPlayable>
<RuleSetInUse>RULESET_EXPANSION_2</RuleSetInUse>
</Criteria>
</ActionCriteria>
<InGameActions>
<UpdateArt id="IndonesiaKhmerArt" criteria="IndonesiaKhmer">
<File>DLC6.dep</File>
</UpdateArt>
<UpdateColors id="IndonesiaKhmerColors" criteria="IndonesiaKhmer">
<File>Data/Indonesia_Khmer_Colors.xml</File>
</UpdateColors>
<UpdateDatabase id="IndonesiaKhmerGameplay" criteria="IndonesiaKhmer">
<File>Data/Indonesia_Khmer_GameplayData.xml</File>
</UpdateDatabase>
<UpdateDatabase id="IndonesiaKhmerGameplay_XP1" criteria="IndonesiaKhmer_Expansion1">
<File>Data/Indonesia_Khmer_Expansion1.xml</File>
</UpdateDatabase>
<UpdateDatabase id="IndonesiaKhmerGameplay_XP2" criteria="IndonesiaKhmer_Expansion2">
<File>Data/Indonesia_Khmer_Expansion2.xml</File>
</UpdateDatabase>
[...]
OR is the key. I want to have a possibility to run the same component for both XP1 and XP2, I don't want to duplicate it in .modinfo.IDK if your "or" is important, if that the case I suppose you need multiple criteria.
Sad to find that LuaEvents are no longer passing between game play and context scripts. Ran multiple tests and this was my conclusion.
I may know what's going on. I will post my discovery when I have successful test result.How exactly did you test this? Did you check the load orders of your scripts? Maybe one of your scripts was loaded too late for sending your LuaEvent.
Which DLCs have +100 LoadOrder?...looking at the modinfos from DLCs they have values of 100 and -100
I guess most do. At least if I read it correctly. Eg in AlexanderScenario.modinfo I see two times "LoadOrder" both with a value of 100, while Expansion1 has a LoadOrder of -100Which DLCs have +100 LoadOrder?
Ok, so I stopped slacking and looked through them myself and unless I missed some of them then all the content DLCs have LoadOrder set to either -100 or not at all. All the Scenario DLCs have LoadOrder set to +100 and this kind of makes sense, since you wouldn't want random mods to overwrite the values that might have been specifically tailored for a Scenario.I guess most do. At least if I read it correctly. Eg in AlexanderScenario.modinfo I see two times "LoadOrder" both with a value of 100, while Expansion1 has a LoadOrder of -100
Are buildings able to apply this feature as well? I always feel it's stupid to have a Greek style Library in an Asian city.One of the best new modding features art-wise is that you can override Unit Culture for specific Civs. For example, Germany has grey tanks rather than the green specified for the European Unit Culture. Also there are Civ specific infantry graphics now. This makes it much more feasible to make Civ-specific cultural diversity type mods.
Also Unit skin tones and hair colour are now specified via Unit Tints so you have variations in skin tone, hair colour which is nice. It would be easy to have multi-ethnic units now. Also handy that they've split Beard attachments from Heads!
You need to directly edit the .modinfo file in your mod's folder after you've build your project.
As promised I'm going to post what happens to GS's LuaEvent between UI and Gameplay.How exactly did you test this? Did you check the load orders of your scripts? Maybe one of your scripts was loaded too late for sending your LuaEvent.
local kParameters:table = {};
kParameters.iPlayerID = iPlayerID;
kParameters.pEnvoyTokens = pEnvoyTokens;
kParameters.iAnnexCost = iAnnexCost;
-- Send this GameEvent when processing the operation
kParameters.OnStart = "HT_LocalPlayerAnnexCityState";
UI.RequestPlayerOperation(localPlayerID, PlayerOperations.EXECUTE_SCRIPT, kParameters);
GameEvents.HT_LocalPlayerAnnexCityState.Add(OnLocalPlayerAnnexCityState);
function OnLocalPlayerAnnexCityState(localPlayerID, params : table)
local citStateID = params.iPlayerID;
local envoyTokens = params.pEnvoyTokens;
local iAnnexCost = params.iAnnexCost;
--Your actual functions
end