Setting OpenBorders would be useful. Is that possible to add?
SetOpenBorders ?
I'll look into it. Any particular reason?
G
I'm trying to have a modded civ with peace with Barbarians, and I'd like to remove the zone of control. I can set all the Barbarians to have the move through borders promotion, but that doesn't help the zone of control issue.
Why don't you just give them the promotion that allows them to ignore ZOC? I'm pretty sure that promotion exists.
G
Game.AddReformationBelief(religionID, beliefID)
Any way to push a reformation belief choice, similar to what exists for founding and enhancing? Something like:
Code:Game.AddReformationBelief(religionID, beliefID)
It would be nice if it announced it with the Reformation Added notification automatically, but that can be added in manually if need be.
Game.AddReformation(ePlayer, eReligion, eBelief)
Excellent, thank you. Guess P&P will be moving to the CP DLL soon
Will that be add to whoward's DLL or solely on CPP?
I'm not certain if this is the best place to ask this, but what exactly is up with adding new specialists, and why does it cause the game to have a fit? For instance, in my P&P mod I added a Monk specialist which generated Great Prophet points - this would, however, occasionally bug out, resulting in Great Prophets spawning every turn for X turns. I've since removed that effect, but I'd very much like to see it return (it's mostly a flavour thing). This problem has been reported to me - though rarely - for my Prussia mod, too, which adds a General specialist which generates Great General points. Is there any way for this project to fix this issue?
Did you add the XML for the <GreatPerson> table? Search for that table in the CP and add the appropriate information to make it work. If you don't have that table information, the DLL will never initialize a 'pool' (i.e. 0/100) for great people, so any amount of GPP for that specialist will spawn a GP (because the pool is 0/0, so any amount of points over 0 will trigger it).
G
I never realised this table existed (in CP). Lo and behold, that's probably the issue. Thanks. Will add to that table. CP shines once again
Another request:
I see that you're added to the trade logic behind how much a resource is worth to an AI - this already elevates the stress of being left with Firaxis' shallow function. But how difficult - or large - a task would it be to hook up resource flavours to this trade logic? So that leaders value resources a bit differently depending upon their flavours. By default all (luxury) resources have the happiness flavour, so there should be no effect by default, but I would wish to give them their own according to other functions I want to give them. Of course, I understand if this is too much of an ask to be implemented. It's something I would certainly undertake myself, but I wouldn't really know how to begin (but if it's a matter of copying laborious code over and over, then I could do that).
#if defined(MOD_BALANCE_CORE_RESOURCE_FLAVORS)
int iResult = 0;
int iFlavors = 0;
if(MOD_BALANCE_CORE_RESOURCE_FLAVORS)
{
//Let's look at flavors for resources
for(int i = 0; i < GC.getNumFlavorTypes(); i++)
{
int iResourceFlavor = pkResourceInfo->getFlavorValue((FlavorTypes)i);
int iPersonalityFlavorValue = GetPlayer()->GetFlavorManager()->GetPersonalityIndividualFlavor((FlavorTypes)i);
//Has to be above average to affect price. Will usually result in a x2-x3 modifier
iResult += ((iResourceFlavor + iPersonalityFlavorValue) / 5);
if(iResourceFlavor > 0)
{
iFlavors++;
}
}
if((iResult > 0) && (iFlavors > 0))
{
//Get the average mulitplier from the number of Flavors being considered.
iResult = (iResult / iFlavors);
iItemValue *= iResult;
}
}
#endif