seasnake
Conquistador
Copy that, I'll get to work on it tonight.
2. The Zulu upgrade power simply isn't working - not until someone helps me out with the callback I'm using anyway (canUpgradeAnywhere). I'm afraid I'm stuck and its of course has to be the last of the powers.![]()
Two things:
1. Should the Spanish always get a gold bonus from huts? Or only from the gold variety huts? (Note that I haven't been able to find any way of adding the bonus gold value to the value displayed in the text message. It would however be possible to add another message for the bonus.) Also, how big should the gold bonanza be? (I'm currently using a default value of 50, which gets halved for the lesser gold hut reward. So its 50 or 25 gold, then.)
2. The Zulu upgrade power simply isn't working - not until someone helps me out with the callback I'm using anyway (canUpgradeAnywhere). I'm afraid I'm stuck and its of course has to be the last of the powers.
Other than that, I'm doing the Spanish and the Scandinavian powers in the meanwhile, and once those are done I need to know whether to start working on the text messages or not.
It does seem like it wont happen, at all. I'll simply scratch that from my agenda then.The Zulu power can be replaced with something else. Let me know and I'll start brainstorming.
Ok, but shouldn't it be a random value instead? And what about a text message explaining where the gold came from? Perhaps there should only be a gold bonus for non-gold huts?The Spanish should always get some extra gold, even hostile villagers (let's face it, many tribes were hostile but the Spanish still profited from contact with them!). The Spanish player should have a lot of incentive to race to every possible goody hut. Gold totals of 50 or 25 sounds quite reasonable.
Ok, then. I'll add sample text messages - you'll be able to edit them yourself later. Color coding is quite possible however - I used dynamic green/red/white for friendly/hostile/neutral events. But I'll just stick to white then?As for the in-game messages, definitely for the Ottoman, German and Mayan events. Taking damage in Russia for example I'd say no, as well as the Japanese instant heal or culture acquisition, because I could see scenarios in which they occur like 10 times per turn for several turns in a row during combat.
Text in whites is perfectly fine. Arrows pointing out the newly-acquired units sounds great, I didn't even know that was possible!
It does seem like it wont happen, at all. I'll simply scratch that from my agenda then.
Ok, but shouldn't it be a random value instead? And what about a text message explaining where the gold came from? Perhaps there should only be a gold bonus for non-gold huts?
Ok, then. I'll add sample text messages - you'll be able to edit them yourself later. Color coding is quite possible however - I used dynamic green/red/white for friendly/hostile/neutral events. But I'll just stick to white then?
Besides the messages I'd say I'm done.
The %s1 bit will be replaced with the name of the Spanish capital. This is also a global message, since it should probably be something that is rumored around the world. The Ottoman capture is also a global message (since the human player should be make aware of any capture of friendly units), but the others only concern the player who benefited from the event."Spanish Conquistadors are delivering treasure to the Royal Court in %s1!"
eCelticCivic = eHereditaryRule
eChineseCivic = eBureaucracy
...
eIndianCivic = ePacifism
...
startingCivicDict = { "Celtia": eCelticCivic,
"China": eChineseCivic,
"India": eIndianCivic
}