JFD
Kathigitarkh
Is there anyway to allow a function that forces a defensive pact between two civs, akin to the existing DoForceDoF()?
V54 will come withIs there anyway to allow a function that forces a defensive pact between two civs, akin to the existing DoForceDoF()?
pPlayer:DoForceDefPact(iOtherPlayer)
to warrant any acknowledgement
Before I can say "yea or nay" I like to investigate the complexities of the issue - and at the moment all of my modding hours (and then some) are being consumed by Unified Yields
pPlayer:
- IsAtWar, bool
GetBaseCombatStrength() and GetBaseRangedCombatStrength() both exist, but to set, there is only one (SetBaseCombatStrength).
pPlayer:
- IsAtPeaceAllMajors, bool
- IsAtPeaceAllMinors, bool
- IsAtWarAnyMajor, bool
- IsAtWarAnyMinor, bool
Edit: and I've excluded the barbarian player from these 4 and the original 2 methods
pUnit:SetBaseRangedCombatStrength(iStrength) (and the associated 20 or so internal changes to support it) will be in V60 of the code base
Something like player:GetNumPuppetCities() would be useful.
Additionally, would it be possible to add something like player:ChangeScoreFromReligion(change), akin to player:ChangeScoreFromTechs()?
I'll expose this to Lua in the next build (v65 of my DLL)
Did you assign the new great work to a building with a free slot in a city?
pCity:SetBuildingGreatWork(iBuildingClass, iSlot, iGreatWorkIndex)
where iGreatWorkIndex is the return value from Game.CreateGreatWork()