Change to modding with R&F

Sorry I was not clear, it runs as is for RF, and is a pre patch pre RF file I have on the system and is the only custom civ that will run without any modding after the update and RF install.
 
Sorry I was not clear, it runs as is for RF, and is a pre patch pre RF file I have on the system and is the only custom civ that will run without any modding after the update and RF install.
that's not possible.
 
Thanks, could be a one-line mod in SQL, I'll have a look.

Posted this code
Code:
INSERT OR REPLACE INTO Players (Domain,CivilizationType,LeaderType,LeaderName,LeaderIcon,CivilizationName,CivilizationIcon,LeaderAbilityName,LeaderAbilityDescription,LeaderAbilityIcon,CivilizationAbilityName,CivilizationAbilityDescription,CivilizationAbilityIcon,Portrait,PortraitBackground)
    SELECT    'Players:Expansion1_Players', CivilizationType,LeaderType,LeaderName,LeaderIcon,CivilizationName,CivilizationIcon,LeaderAbilityName,LeaderAbilityDescription,LeaderAbilityIcon,CivilizationAbilityName,CivilizationAbilityDescription,CivilizationAbilityIcon,Portrait,PortraitBackground
    FROM Players WHERE Domain <> 'Players:Expansion1_Players' AND NOT EXISTS (SELECT * FROM Players WHERE CivilizationType = Players.CivilizationType AND Domain = 'Players:Expansion1_Players' );

here for testing:
http://steamcommunity.com/sharedfiles/filedetails/?id=1297840287
 
I'm not sure if this is just for scenarios but has anyone experienced an issue where if you move a unit onto territory (including your own) a pop-up always comes up asking if you want to declare war? I suspect its something to do with the scenario map or config but I can't seem to figure it out, its the first time I've even seen this and it came with the patch. I know it doesn't have to do with the lua code in my tests, it still does it when placing things with the console.
 
What's the latest on the DLC/R&F/Mods load order issues? Is there no way around editing the DLC .modinfo?
 
What's the latest on the DLC/R&F/Mods load order issues? Is there no way around editing the DLC .modinfo?
None AFAIK. I'll post here if I found out that someone has a way to do it.
 
I think I found a way to replace UI files without overwrriting them all (using how the UI is handled by the expansion in the replacement files).

I just managed to import a custom LaunchBar file by including the _Expansion1 file in my lua file and the launch bar works with mere two lines of code, has this been kn own?
 
I think I found a way to replace UI files without overwrriting them
And what about replacing code in UI lua? Say default is "do A and B" and I want "do just B".
You still need replace files in this case I guess?
 
And what about replacing code in UI lua? Say default is "do A and B" and I want "do just B".
You still need replace files in this case I guess?

I'm not nearlly experienced to give you a good answer tbh,

I think it's possible to replace functions within lua tbh, I haven't tried it tbh. But I'm just putting out there that experimentation may be in order.
 
Rise&Fall uses „function replacement” quite often. There seems to be even a special tag in .modinfo for UI replacements.
The method is simple and exploits a bit Lua peculiarities, i.e. a function name is just a key in the table.
So, they store original function in e.g. BASE_original, then overwrite it with a new function. Inside that new function you do your stuff and may also call original function using BASE_original. Sometimes they just simply overwrite old function entirely.
Load order is important is someone wants to stack more hoops like this.
 
I think I found a way to replace UI files without overwrriting them all (using how the UI is handled by the expansion in the replacement files).

I just managed to import a custom LaunchBar file by including the _Expansion1 file in my lua file and the launch bar works with mere two lines of code, has this been kn own?
using the <ReplaceUIScript> tag then include the old file in the new ?

if that's the case, yes, it was reported by thecrazyscot in the Fall patch changes thread.
 
So, after a week, who has found anything interesting for modding in that patch ?

The only useful addition I can think of is that, available in script context for R&F:
Code:
City:ChangeLoyalty
 
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