Vicevirtuoso
The Modetta Man
I can confirm that Honor is not affected by SetBaseCombatStrength() with CP active. Killed a barbarian unit with 8 base strength, set with that function to 133 strength, and was only awarded 12 culture.
I can confirm that Honor is not affected by SetBaseCombatStrength() with CP active. Killed a barbarian unit with 8 base strength, set with that function to 133 strength, and was only awarded 12 culture.
Hallo,
the Building_ResourceYieldModifiers with food is still not working?
i will use it with an building, that reduces the food![]()
There is a Building_SpecialistYieldChanges(BuildingType, SpecialistType, YieldType, Yield) table, but perhaps you could see fit to add to the next version a Policy_SpecialistYieldChanges(PolicyType, SpecialistType, YieldType, Yield).
Should be already there - item 26 in the list in post #1 (along with Belief_SpecialistYieldChanges - item 7)
void CvPlayerCulture::addInfluenceInstance(int iTourism)
{
//for some reason the value for your tourism modifiers is housed in the capital!
//{get a handle to the capital city}
CvCity *pLoopCity;
for (pLoopCity = m_pPlayer->firstCity(&iLoopCity); pLoopCity != NULL; pLoopCity = m_pPlayer->nextCity(&iLoopCity))
{
if (pLoopCity->isCapital())
{
break;
}
}
CvCity& pCapital = *pLoopCity;
//Compute the modified influence to each player
[INDENT]//for (each player who is alive) (by IDs)
{
//if we met this player and they aren't us and they are valid for influence
[indent]{
CyPlayer& kPlayerReference = GET_PLAYER(iLoopPlayerID);
iInfluenceModifierToPlayer = pCapital->GetCityCulture()->GetTourismMultiplier(iLoopPlayerID, false, false, false, false, false);
//put that influence to that player
[indent]
//Apply all modifiers except possibly the Internet
//bool bHasGreatFirewall - this really ought to be determined some better way than looking it up every time
int iInfluenceToAdd = iTourism * iInfluenceModifierToPlayer
//from GetInfluencePerTurn(PlayerTypes)
int iTechSpreadModifier = kPlayerReference.GetInfluenceSpreadModifier();
if (iTechSpreadModifier > 0 && bTargetHasGreatFirewall)
{
int iInternetDifference = iTourism * iTechSpreadModifier / 100;
iInfluenceToAdd -= iInternetTechDifference;
}
[/indent]
m_aiCulturalInfluence[iLoopPlayer] += iInfluenceToAdd;
}[/indent]
}
[/INDENT]
//Ask the UI to update?
//Notify every subsystem that cares reactively about influence levels - public opinion.
//Check for victory?
}
Perhaps a Building_GreatWorkYieldChanges akin to the existing Policy_GreatWorkYieldChanges?
Will that table modify the way that a city yields Yields from its great works when the city contains the building, or will it modify the yields of GreatWorks housed in that building?
I guess a good name for the latter would be "GreatWorkBuilding_GreatWorkYieldChanges".
The DLL handles all yields completely differently. This project is intended to reverse that.