Tomahawk.nsk
Chieftain
Trading units can set the route to the remote town, the location of which is hidden by the fog of war. It would be fair if the trading units could do the tiles which are move visible.
[545945.250] WonderPlanner: UpdateWonders() enter
[545945.250] WonderPlanner: GetWonders() enter
[545992.031] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:248: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
stack traceback:
=[C]: ?
E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:248: in function 'GetWonders'
E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:287: in function 'UpdateWonders'
E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:107: in function 'UpdateData'
E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:592: in function 'OnWondersUpdate'
E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:599: in function <E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:597>
[546005.125] WonderPlanner: UpdateWonders() enter
[546005.125] WonderPlanner: UpdateWonders() exit
So is it still too much time? Will you add it in v73?Whoward,
Also, JdH's Active Diplo requires a surprisingly small amount of changes. It's not too bad, actually.
Cheers,
G
JdH's mod is completely un #defined, so would require a lot of work to get to a state that I can even start integrating it ... so it's very unlikely to happen. I'd rather spend the effort on Smart AI V3. Nothing in terms of new code will be happening until at least Easter.
Jog my memory on the last CTD reported (still a bit "shell-shocked" from standing up for three days solid talking to the general public!)
@talking to the general public: Sounds interesting, what did you do?
@Active Diplomacy: Oh, too bad! But.. um.. Gazebo said it would be relatively easy?!![]()
He's either using a different code base (I'm using the one linked from the Steam thread) or has a different definition of "relative" - almost 100 changes across 13 files ... none of them delineated with #define's (see first half of the first DLL Tutorial) doesn't fit my definition!
[The picture is only about a 1/3 of the layout (it's approx. 1.8m x 3.6m)]
-- Event sent after a civilization moves their capital
GameEvents.CapitalChanged.Add(function(iPlayer, iNewCapital, iOldCapital)
end)
Twice? Is that always the case, or only in a team?The last part I can answer easily. Everyone in the team gets the gift (except for food (doggie bags) and unit gifts), and the player that actually met the CS gets twice the gift
Players are always in teams ... usually a team of one, but always in teamsTwice? Is that always the case, or only in a team?
It's not, it's in the C++ code in the DLL ... so damn near impossible to destroy itHow is this done in lua? So where can I see this behavior?
okay thanksPlayers are always in teams ... usually a team of one, but always in teams
It's not, it's in the C++ code in the DLL ... so damn near impossible to destroy it![]()
<CustomModOptions>
<Update>
<Where Name="EVENTS_MINORS_GIFTS"/>
<Set Value="1"/>
</Update>
</CustomModOptions>
GameEvents.MinorGift.Add(function(iCS, iMajor, iData2, iData3, iFlags, bOpt1, bOpt2, sType)
-- iFlags will always be 0 and bOpt2 will always be false
print(string.format("CS %i gave a gift to %i of %i, %i, %s, %s", iCS, iMajor, iData2, iData3, (bOpt1 and "true" or "false"), sType))
end)