SpleenPopper
Chieftain
- Joined
- Jun 26, 2019
- Messages
- 2
Im sorry if this might seem like a dumb question but, how do you found a city? Im not seeing any on screen button to do so.
<SupplyRoutes>
<Row SupplyRouteType="Sea" BaseRouteLengthEfficiency="70" BaseMaxRouteTonnage="350" />
<Row SupplyRouteType="River" BaseRouteLengthEfficiency="55" BaseMaxRouteTonnage="150" BaseMaintainedRoute="1" BaseIncomingRoute="2"/>
<Row SupplyRouteType="Trader" BaseRouteLengthEfficiency="100" BaseMaxRouteTonnage="50" /> <!-- should be different for sea onlytraders -->
<Row SupplyRouteType="Road" BaseRouteLengthEfficiency="30" BaseMaxRouteTonnage="15" BaseMaintainedRoute="1" BaseIncomingRoute="1"/>
<Row SupplyRouteType="Rail" BaseRouteLengthEfficiency="95" BaseMaxRouteTonnage="1000" BaseMaintainedRoute="1" BaseIncomingRoute="1"/>
<Row SupplyRouteType="Air" BaseRouteLengthEfficiency="95" BaseMaxRouteTonnage="20" BaseMaintainedRoute="1" BaseIncomingRoute="1"/>
</SupplyRoutes>
Civics or Policies ?Couple questions:
- I've seen pictures where you're able to select civics in earlier versions. Is that still the case?
- How do you build wonders? I'm not able to, but the AI still is.
- There's a "city expansion" (building?improvement?) in the concepts page, but I don't see that in the current build. (and I'm still able to build districts)
- I'm not able to choose any missions for spies. The move to different city, or choose counterspy district, just has one weird thing that has $$ in there.
I'm not currently running any DLC,s but I'm assuming that the recent UI update that came with GS borked some stuff (unable to build wonders or select spy missions). How do I get to a version that works with this mod?
- add intermediate food resources (Grain, Meat, Fruits, Smoked Meat, Salted Meat)
- add variable decay rate to raw and intermediate food resources
- some raw food resources can't be transported
- remove ownership on water, move Harbor buildings to City Center. A coastal (land) improvement may be added at a later point to provide (indirect) access to sea trade routes for cities near the coast
- add timer (with cancel) to "Restart" button to prevent having to follow Firaxis changes in the UI panel order
- add information on current Techs contributions in the science Top Panel Tooltip
- change the science display to show knowledge pool and yield on the Top Panel
- merge the yield/decay value in each of the research display of the Top Panel
- bug fix: do not use math.ceil() on a variable that is incremented by 1 then lowered by a small percentage in the early game, use 2 decimals instead
- allow adjacent transfer of equipment to heavy damaged units, until it can be set as an option (units with more than 60% damage were not able to get surplus equipment from nearby units)
bytechX knowledge = xx sources in cities
techX = xx scholars
+xx from yy scholars in CityName with zz% Literacy
1: local TechUnlockGovernement = {} -- helper to convert Governement prereqCivic to prereqTech (to do: directly add prereqTech column in Governments table
2: for row in GameInfo.Governments() do
3: if row.PrereqCivic then
4: local techType = "TECH_"..string.sub(row.PrereqCivic, 1, 6)
5: local techID = GameInfo.Technologies[techID] and GameInfo.Technologies[techID].Index
6: if techID then
7: TechUnlockGovernement[techID] = row.index
8: end
9: end
10: end
local TechUnlockGovernement = {} -- helper to convert Governement prereqCivic to prereqTech (to do: directly add prereqTech column in Governments table
for row in GameInfo.Governments() do
if row.PrereqCivic then
local techType = "TECH_"..string.sub(row.PrereqCivic, 7, -1)
local techID
if GameInfo.Technologies[techType] then
techID = GameInfo.Technologies[techType].Index
if TechUnlockGovernement[techID] then
table.insert(TechUnlockGovernement[techID], row.Index)
else
TechUnlockGovernement[techID] = { row.Index }
end
end
end
end
function OnResearchCompleted( playerID:number, techID:number, bIsCanceled:boolean)
-- Is that tech unlocking a Government ?
if TechUnlockGovernement[techID] then
local pResearch = Research:Create(playerID)
for _, govID in pairs(TechUnlockGovernement[techID]) do
pResearch:UnlockGovernement(govID)
end
end
end
local techID = <something> and <something2>
Huh. That's a quirk I haven't seen before. Noted.ho, yes, thanks, lot of mistakes in not so many lines of code !
I'll implement your fix in next version, thanks.
about
in Lua if <something> and <something2> are neither nil or false then it assign <something2> to techID, not <true>Code:local techID = <something> and <something2>
- add "blank" Tablets, Scrolls, Books resources (Books creation is not implemented yet)
- add Scribe House building that can create Tablets from Clay and Scrolls from Plants or Leather
- add creation of Tech-specific Tablets, Scrolls, Books (when available) for known Techs
- add creation of Scholars (knowledge) from imported Tablets, Scrolls, Books for (unlocked) unknown Techs
- switched Currency and Foreign Trade
- add "resource in stock" research event for Iron Working (Iron) and Bronze Working (Copper)
- bug fix : Government unlocking (thanks DemonEmperor)
- bug fix : Espionage screens (thanks DemonEmperor)
- add condensed/expanded mode for Research UI in TopPanel
- update research texts to reflect the Scholars mechanism (only "resource" to directly generate science from knowledge)
-- GCO <<<<<
local bCanConstruct, requirementStr, prereqStr, bCanShow = pSelectedCity:CanConstruct(row.BuildingType)
--if true then
if (bCanShow or bCanStart) and not (row.IsWonder and (not bCanStart)) then