Assuming there's another "end" at the bottom of the CreateRogueSubs function that you snipped out when you copied to the forum that should work.
Yes, it should look better now.
Assuming there's another "end" at the bottom of the CreateRogueSubs function that you snipped out when you copied to the forum that should work.
Wow, this looks like it'll be your best scenario yet!
-- RandomFleetSpawn
-- Author: nokmirt
-- DateCreated: 5/15/2015 5:47:00 PM
--------------------------------------------------------------
function CreateNagumosCarrierFleet(pPlayer)
--these are the data positions for the "NorthEastEntry"
--if the random getting chooses "NorthEastEntry" these are not reset because there is no need to
local ShokakuX = 61
local ShokakuY = 43
local KuroshioX = 64
local KuroshioY = 45
local OyashioX = 58
local OyashioY = 42
local ZuikakuX = 61
local ZuikakuY = 43
local RyujoX = 62
local RyujoY = 41
local KageroX = 63
local KageroY = 40
local KamakazeX = 61
local KamakazeY = 42
local MikumaX = 62
local MikumaY = 44
local ToneX = 61
local ToneY = 44
local MutsuX = 55
local MutsuY = 42
local HieiX = 57
local HieiY = 42
local KirishimaX = 59
local KirishimaY = 42
local KawakazeX = 59
local KawakazeY = 40
-------------------------------------------------------------------------------------------------------------
--following specifies the four possible entry points and then chooses one of them
-------------------------------------------------------------------------------------------------------------
NagumosRandomEntryDesignations = { "NorthEastEntry", "EastEntry", "SouthCentralEntry", "NorthWestEntry" }
local sFleetEntry = NagumosRandomEntryDesignations[math.random(#NagumosRandomEntryDesignations)]
-------------------------------------------------------------------------------------------------------------
--following groups of lines update the positional X,Y info based on the selection of the Fleet Entry Point
-------------------------------------------------------------------------------------------------------------
if sFleetEntry == "EastEntry" then
ShokakuX = 74
ShokakuY = 25
KuroshioX = 72
KuroshioY = 26
OyashioX = 73
OyashioY = 21
ZuikakuX = 75
ZuikakuY = 25
RyujoX = 70
RyujoY = 28
KageroX = 73
KageroY = 25
KamakazeX = 69
KamakazeY = 29
MikumaX = 75
MikumaY = 26
ToneX = 75
ToneY = 24
MutsuX = 74
MutsuY = 19
HieiX = 75
HieiY = 20
KirishimaX = 75
KirishimaY = 21
KawakazeX = 72
KawakazeY = 21
elseif sFleetEntry == "SouthCentralEntry" then
ShokakuX = 41
ShokakuY = 15
KuroshioX = 42
KuroshioY = 20
OyashioX = 42
OyashioY = 16
ZuikakuX = 42
ZuikakuY = 15
RyujoX = 42
RyujoY = 13
KageroX = 42
KageroY = 14
KamakazeX = 42
KamakazeY = 12
MikumaX = 39
MikumaY = 14
ToneX = 46
ToneY = 14
MutsuX = 36
MutsuY = 12
HieiX = 36
HieiY = 13
KirishimaX = 37
KirishimaY = 14
KawakazeX = 38
KawakazeY = 16
elseif sFleetEntry == "NorthWestEntry" then
ShokakuX = 18
ShokakuY = 45
KuroshioX = 20
KuroshioY = 45
OyashioX = 17
OyashioY = 45
ZuikakuX = 19
ZuikakuY = 45
RyujoX = 13
RyujoY = 47
KageroX = 14
KageroY = 47
KamakazeX = 25
KamakazeY = 41
MikumaX = 24
MikumaY = 42
ToneX = 24
ToneY = 40
MutsuX = 21
MutsuY = 41
HieiX = 9
HieiY = 47
KirishimaX = 6
KirishimaY = 49
KawakazeX = 7 --needs to be edited
KawakazeY = 49 --needs to be edited
end
--------------------------------------------------------------------------------------------------------------------------
--Spawn the fleet based on the positions loaded
--------------------------------------------------------------------------------------------------------------------------
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], OyashioX, OyashioY, 0, 0, "Oyashio", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], KuroshioX, KuroshioY, 0, 0, "Kuroshio", "NO_PROMOTION")
PromotionList = { "PROMOTION_FLIGHT_DECK_1", "PROMOTION_FLIGHT_DECK_2", "PROMOTION_FLIGHT_DECK_3" }
--spawn Shokaku with three flight deck promotions
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], ShokakuX, ShokakuY, 0, 0, "Shokaku", PromotionList)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], ShokakuX, ShokakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], ShokakuX, ShokakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], ShokakuX, ShokakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], ShokakuX, ShokakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], ShokakuX, ShokakuY, 0, 0)
pUnit = pPlayer:InitUnit(GameInfoTypes["UNIT_GREAT_ADMIRAL"], ShokakuX, ShokakuY)
pUnit:SetName("ADM Nagumo")
--spawn Zuikaku with three flight deck promotions
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], ZuikakuX, ZuikakuY, 0, 0, "Zuikaku", PromotionList)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], ZuikakuX, ZuikakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], ZuikakuX, ZuikakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], ZuikakuX, ZuikakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], ZuikakuX, ZuikakuY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], ZuikakuX, ZuikakuY, 0, 0)
--spawn Ryujo
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], RyujoX, RyujoY, 0, 0, "Ryujo", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], RyujoX, RyujoY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], RyujoX, RyujoY, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], KageroX, KageroY, 0, 0, "Kagero", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], KamakazeX, KamakazeY, 0, 0, "Kamakaze", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], MikumaX, MikumaY, 0, 0, "Mikuma", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], ToneX, ToneY, 0, 0, "Tone", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BATTLESHIP"], MutsuX, MutsuY, 0, 0, "Mutsu", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BATTLESHIP"], HieiX, HieiY, 0, 0, "Hiei", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BATTLESHIP"], KirishimaX, KirishimaY, 0, 0, "Kirishima", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], KawakazeX, KawakazeY, 0, 0, "Kawakaze", "NO_PROMOTION")
print("Admiral Nagumos Fleet has Arrived")
end
--this is the sub-function that actually creates Rogue Subs
function CreateRogueSubs(pPlayer)
--these are the data positions for the "ZoneOne"
--if the random getting chooses "ZoneOne" these are not reset because there is no need to
local I19X = 76
local I19Y = 25
local I15X = 76
local I15Y = 23
-------------------------------------------------------------------------------------------------------------
--following specifies the three possible entry points and then chooses one of them
-------------------------------------------------------------------------------------------------------------
RogueSubsRandomEntryDesignations = { "ZoneOne", "ZoneTwo", "ZoneThree" }
local sSubsEntry = RogueSubsRandomEntryDesignations[math.random(#RogueSubsRandomEntryDesignations)]
-------------------------------------------------------------------------------------------------------------
--following groups of lines update the positional X,Y info based on the selection of the Subs Entry Point
-------------------------------------------------------------------------------------------------------------
if sSubsEntry == "ZoneTwo" then
I19X = 72
I19Y = 2
I15X = 70
I15Y = 2
elseif sSubsEntry == "ZoneThree" then
I19X = 63
I19Y = 49
I15X = 61
I15Y = 49
end
--------------------------------------------------------------------------------------------------------------------------
--Spawn the Subs based on the positions loaded
--------------------------------------------------------------------------------------------------------------------------
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_SUBMARINE"], I19X, I19Y, 0, 0, "I-19", "PROMOTION_WOLFPACK_1")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_SUBMARINE"], I15X, I15Y, 0, 0, "I-15", "PROMOTION_WOLFPACK_1")
print("Rogue Subs have Arrived")
end
-- TokyoExpressUnits
-- Author: LeeS
-- DateCreated: 5/11/2015 7:44:55 AM
--------------------------------------------------------------
include("UnitSpawnHandler.lua")
include("RandomFleetSpawn.lua")
function TokyoExpress(iPlayer)
local pPlayer = Players[iPlayer]
if not pPlayer:IsAlive() then return end
---------------------------------------------------------------------------------------------------------
--CODE FOR JAPAN
---------------------------------------------------------------------------------------------------------
if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_JAPAN"] then
if Game.GetGameTurn() == 2 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 61, 19, 0, 0, "5th Batt/Yokosuka Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 61, 18, 0, 0, "2nd Batt/28th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 62, 18, 0, 0, "2nd FA/28th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 59, 17, 0, 0, "32nd MG Batt", "NO_PROMOTION")
elseif Game.GetGameTurn() == 3 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 46, 20, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 46, 20, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 46, 20, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 46, 20, 0, 0)
print("Tokyo Express Units Added")
--creates Nagumos Carrier Fleet
elseif Game.GetGameTurn() == 4 then
CreateNagumosCarrierFleet(pPlayer)
elseif Game.GetGameTurn() == 5 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 52, 19, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 52, 19, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 52, 19, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 52, 19, 0, 0)
print("Tokyo Express Units Added")
elseif Game.GetGameTurn() == 6 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 49, 17, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 49, 17, 0, 0)
print("Tokyo Express Units Added")
elseif Game.GetGameTurn() == 7 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 60, 18, 0, 0, "2nd Batt/124th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 58, 17, 0, 0, "1st Batt/124th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 57, 17, 0, 0, "3rd Batt/124th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 59, 17, 0, 0, "42nd MG Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 54, 15, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 54, 15, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 54, 15, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 54, 15, 0, 0)
print("Tokyo Express Units Added")
elseif Game.GetGameTurn() == 8 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 56, 18, 0, 0, "Kuma Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 55, 18, 0, 0, "Oka Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 56, 17, 0, 0, "71st SW Batt", "NO_PROMOTION")
print("Tokyo Express Units Added")
--creates Rogue Subs
elseif Game.GetGameTurn() == 9 then
CreateRogueSubs(pPlayer)
elseif Game.GetGameTurn() == 11 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 48, 22, 0, 0, "1st Batt/4th", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 47, 21, 0, 0, "2nd Batt/4th", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 48, 22, 0, 0, "1st Batt/29th", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 53, 12, 0, 0, "2nd Batt/29th", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 52, 12, 0, 0, "1st Batt/16th", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 51, 12, 0, 0, "2nd Batt/16th", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 47, 23, 0, 0, "1st Batt/2nd FA", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 46, 20, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 46, 20, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 46, 20, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_BOMBER"], 46, 20, 0, 0)
print("Tokyo Express Units Added")
elseif Game.GetGameTurn() == 13 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_TANK_GUN"], 48, 16, 0, 0, "11th Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_AIRCRAFT_GUN"], 47, 22, 0, 0, "17th Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_TANK"], 46, 21, 0, 0, "5th Comp", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 46, 19, 0, 0, "2nd Batt/2nd FA", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_AIRCRAFT_GUN"], 53, 10, 0, 0, "18th Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 52, 10, 0, 0, "12 Mt Gun", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 51, 10, 0, 0, "13th Mt Gun", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 49, 24, 0, 0, "15th HW", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_JAPANESE_ZERO"], 49, 17, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 49, 17, 0, 0)
print("Tokyo Express Units Added")
end
end
---------------------------------------------------------------------------------------------------------
--CODE FOR AMERICA
---------------------------------------------------------------------------------------------------------
if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_AMERICA"] then
if Game.GetGameTurn() == 7 then
--here is where we would create the units
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 60, 20, 0, 0, "1st Batt/7th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 61, 21, 0, 0, "2nd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 62, 20, 0, 0, "3rd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 63, 20, 0, 0, "1st Batt/11th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 59, 20, 0, 0, "4th Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 61, 22, 0, 0, "12 Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 60, 21, 0, 0, "USS Salt Lake City", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 61, 21, 0, 0, "USS Helena", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 22, 0, 0, "USS Cole", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 23, 0, 0, "USS Clark", "NO_PROMOTION")
--spawn USS Hornet with three flight deck promotions
PromotionList = { "PROMOTION_FLIGHT_DECK_1", "PROMOTION_FLIGHT_DECK_2", "PROMOTION_FLIGHT_DECK_3" }
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], 70, 24, 0, 0, "USS Hornet", PromotionList)
--spawn some fighters and bombers on the same plot as USS Hornet
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
print("American Units Added")
elseif Game.GetGameTurn() == 15 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 61, 21, 0, 0, "3rd Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 62, 20, 0, 0, "7th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 63, 20, 0, 0, "8th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 60, 20, 0, 0, "4th SW", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 64, 20, 0, 0, "61st Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_AIRCRAFT_GUN"], 64, 20, 0, 0, "43rd Batt", "NO_PROMOTION")
print("American Units Added")
end
end
end
GameEvents.PlayerDoTurn.Add(TokyoExpress)
print("Tokyo Express Units Loaded")
local Message = "We have detected enemy units near the city of " .. pCity:GetName()
print(Message)
if (pPlayer:IsHuman()) then
Events.GameplayAlertMessage(Message)
end
if pPlayer:IsHuman() then
pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, "Building!" ,"One of your captured wolves created the special building!", -1, -1);
end
---------------------------------------------------------------------------------------------------------
--CODE FOR AMERICA
---------------------------------------------------------------------------------------------------------
if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_AMERICA"] then
if Game.GetGameTurn() == 7 then
--here is where we would create the units
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 60, 20, 0, 0, "1st Batt/7th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 61, 21, 0, 0, "2nd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 62, 20, 0, 0, "3rd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 63, 20, 0, 0, "1st Batt/11th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 59, 20, 0, 0, "4th Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 61, 22, 0, 0, "12 Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 60, 21, 0, 0, "USS Salt Lake City", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 61, 21, 0, 0, "USS Helena", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 22, 0, 0, "USS Cole", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 23, 0, 0, "USS Clark", "NO_PROMOTION")
--spawn USS Hornet with three flight deck promotions
PromotionList = { "PROMOTION_FLIGHT_DECK_1", "PROMOTION_FLIGHT_DECK_2", "PROMOTION_FLIGHT_DECK_3" }
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], 70, 24, 0, 0, "USS Hornet", PromotionList)
--spawn some fighters and bombers on the same plot as USS Hornet
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
if pPlayer:IsHuman() then
pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, "Reinforcements!" ,"The Navy has arrived with Chesty Puller and the 7th Marines", -1, -1);
end
print("American Units Added")
elseif Game.GetGameTurn() == 15 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 61, 21, 0, 0, "3rd Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 62, 20, 0, 0, "7th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 63, 20, 0, 0, "8th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 60, 20, 0, 0, "4th SW", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 64, 20, 0, 0, "61st Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_AIRCRAFT_GUN"], 64, 20, 0, 0, "43rd Batt", "NO_PROMOTION")
print("American Units Added")
if pPlayer:IsHuman() then
pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, "Reinforcements!" ,"The Army is finally here", -1, -1);
end
end
end
end
GameEvents.PlayerDoTurn.Add(TokyoExpress)
print("Tokyo Express Units Loaded")
---------------------------------------------------------------------------------------------------------
--CODE FOR AMERICA
---------------------------------------------------------------------------------------------------------
if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_AMERICA"] then
if Game.GetGameTurn() == 7 then
--here is where we would create the units
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 60, 20, 0, 0, "1st Batt/7th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 61, 21, 0, 0, "2nd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 62, 20, 0, 0, "3rd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 63, 20, 0, 0, "1st Batt/11th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 59, 20, 0, 0, "4th Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 61, 22, 0, 0, "12 Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 60, 21, 0, 0, "USS Salt Lake City", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 61, 21, 0, 0, "USS Helena", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 22, 0, 0, "USS Cole", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 23, 0, 0, "USS Clark", "NO_PROMOTION")
--spawn USS Hornet with three flight deck promotions
PromotionList = { "PROMOTION_FLIGHT_DECK_1", "PROMOTION_FLIGHT_DECK_2", "PROMOTION_FLIGHT_DECK_3" }
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], 70, 24, 0, 0, "USS Hornet", PromotionList)
--spawn some fighters and bombers on the same plot as USS Hornet
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
if pPlayer:IsHuman() then
pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, "Reinforcements!" ,"The Navy has arrived with Chesty Puller and the 7th Marines", -1, -1);
end
print("American Units Added")
elseif Game.GetGameTurn() == 15 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 61, 21, 0, 0, "3rd Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 62, 20, 0, 0, "7th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 63, 20, 0, 0, "8th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 60, 20, 0, 0, "4th SW", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 64, 20, 0, 0, "61st Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_AIRCRAFT_GUN"], 64, 20, 0, 0, "43rd Batt", "NO_PROMOTION")
print("American Units Added")
if pPlayer:IsHuman() then
pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, "Reinforcements!" ,"The Army is finally here", -1, -1);
end
end
end
end
GameEvents.PlayerDoTurn.Add(TokyoExpress)
print("Tokyo Express Units Loaded")
However, I've been playing around with the code that JFD put me onto for making notifications with customized unit Icons instead of just the generico notifications, so there are some possibilties there, as in where I've made changes below:Spoiler :Code:--------------------------------------------------------------------------------------------------------- --CODE FOR AMERICA --------------------------------------------------------------------------------------------------------- if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_AMERICA"] then if Game.GetGameTurn() == 7 then --here is where we would create the units SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 60, 20, 0, 0, "1st Batt/7th Reg", "PROMOTION_MORALE") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 61, 21, 0, 0, "2nd Batt/7th Reg", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 62, 20, 0, 0, "3rd Batt/7th Reg", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 63, 20, 0, 0, "1st Batt/11th Reg", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 59, 20, 0, 0, "4th Batt", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 61, 22, 0, 0, "12 Batt", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 60, 21, 0, 0, "USS Salt Lake City", "PROMOTION_MORALE") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 61, 21, 0, 0, "USS Helena", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 22, 0, 0, "USS Cole", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 23, 0, 0, "USS Clark", "NO_PROMOTION") --spawn USS Hornet with three flight deck promotions PromotionList = { "PROMOTION_FLIGHT_DECK_1", "PROMOTION_FLIGHT_DECK_2", "PROMOTION_FLIGHT_DECK_3" } SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], 70, 24, 0, 0, "USS Hornet", PromotionList) --spawn some fighters and bombers on the same plot as USS Hornet SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0) SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0) SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0) SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0) SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0) if pPlayer:IsHuman() then pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, "Reinforcements!" ,"The Navy has arrived with Chesty Puller and the 7th Marines", -1, -1); end print("American Units Added") elseif Game.GetGameTurn() == 15 then SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 61, 21, 0, 0, "3rd Batt/16th Reg", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 62, 20, 0, 0, "7th Batt/16th Reg", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 63, 20, 0, 0, "8th Batt/16th Reg", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 60, 20, 0, 0, "4th SW", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 64, 20, 0, 0, "61st Batt", "NO_PROMOTION") SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_AIRCRAFT_GUN"], 64, 20, 0, 0, "43rd Batt", "NO_PROMOTION") print("American Units Added") if pPlayer:IsHuman() then pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, "Reinforcements!" ,"The Army is finally here", -1, -1); end end end end GameEvents.PlayerDoTurn.Add(TokyoExpress) print("Tokyo Express Units Loaded")
See how it looks like crap?
---------------------------------------------------------------------------------------------------------
--CODE FOR AMERICA
---------------------------------------------------------------------------------------------------------
if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_AMERICA"] then
if Game.GetGameTurn() == 7 then
--here is where we would create the units
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 60, 20, 0, 0, "1st Batt/7th Reg", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 61, 21, 0, 0, "2nd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 62, 20, 0, 0, "3rd Batt/7th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MARINE"], 63, 20, 0, 0, "1st Batt/11th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 59, 20, 0, 0, "4th Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 61, 22, 0, 0, "12 Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 60, 21, 0, 0, "USS Salt Lake City", "PROMOTION_MORALE")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CRUISER"], 61, 21, 0, 0, "USS Helena", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 22, 0, 0, "USS Cole", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DESTROYER"], 62, 23, 0, 0, "USS Clark", "NO_PROMOTION")
--spawn USS Hornet with three flight deck promotions
PromotionList = { "PROMOTION_FLIGHT_DECK_1", "PROMOTION_FLIGHT_DECK_2", "PROMOTION_FLIGHT_DECK_3" }
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_CARRIER"], 70, 24, 0, 0, "USS Hornet", PromotionList)
--spawn some fighters and bombers on the same plot as USS Hornet
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_DIVE_BOMBER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_FIGHTER"], 70, 24, 0, 0)
if pPlayer:IsHuman() then
local sMessageShort = "Reinforcements!"
local sMessageFull = "The Navy has arrived with Chesty Puller and the 7th Marines"
Players[Game.GetActivePlayer()]:AddNotification(NotificationTypes["NOTIFICATION_GREAT_PERSON_ACTIVE_PLAYER"], sMessageFull, sMessageShort, 70, 24, GameInfoTypes["UNIT_CARRIER"], -1, false)
end
print("American Units Added")
elseif Game.GetGameTurn() == 15 then
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 61, 21, 0, 0, "3rd Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 62, 20, 0, 0, "7th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_INFANTRY"], 63, 20, 0, 0, "8th Batt/16th Reg", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_MACHINE_GUN"], 60, 20, 0, 0, "4th SW", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ARTILLERY"], 64, 20, 0, 0, "61st Batt", "NO_PROMOTION")
SpawnAtPlot(pPlayer, GameInfoTypes["UNIT_ANTI_AIRCRAFT_GUN"], 64, 20, 0, 0, "43rd Batt", "NO_PROMOTION")
print("American Units Added")
if pPlayer:IsHuman() then
local sMessageShort = "Reinforcements!"
local sMessageFull = "The Army is finally here"
Players[Game.GetActivePlayer()]:AddNotification(NotificationTypes["NOTIFICATION_GREAT_PERSON_ACTIVE_PLAYER"], sMessageFull, sMessageShort, 61, 21, GameInfoTypes["UNIT_INFANTRY"], -1, false)
end
end
end
end
GameEvents.PlayerDoTurn.Add(TokyoExpress)
print("Tokyo Express Units Loaded")
function RadarScanForPeavaInvaders(pPlayer)
local pPlot = Map.GetPlot(37, 17) --this is referencing Peava's plot X,Y
iNumberAmericanCarriers = 0 --reset the number of detected carrier to 0 before starting this turns scan and detection
iNumberAmericanInfantry = 0 --reset the number of detected infantry to 0 before starting this turns scan and detection
iNumberAmericanMarines = 0 --reset the number of detected infantry to 0 before starting this turns scan and detection
local iInfantry = GameInfoTypes["UNIT_INFANTRY"]
local iCarrier = GameInfoTypes["UNIT_CARRIER"]
local iMarines = GameInfoTypes["UNIT_MARINE"]
for pAreaPlot in PlotAreaSpiralIterator(pPlot, 8, SECTOR_NORTHEAST, DIRECTION_CLOCKWISE, DIRECTION_INWARDS, CENTRE_EXCLUDE) do
--print(pAreaPlot:GetX(), pAreaPlot:GetY())
if pAreaPlot and pAreaPlot:IsUnit() then
for i = 0, pAreaPlot:GetNumUnits() do
local pUnit = pAreaPlot:GetUnit(i)
if pUnit then
if Players[pUnit:GetOwner()] ~= pPlayer then
if pUnit:GetUnitType() == iInfantry then
iNumberAmericanInfantry = iNumberAmericanInfantry + 1
elseif pUnit:GetUnitType() == iMarines then
iNumberAmericanMarines = iNumberAmericanMarines + 1
elseif pUnit:GetUnitType() == iCarrier then
iNumberAmericanCarriers = iNumberAmericanCarriers + 1
end
end
end
end
end
end
return iNumberAmericanCarriers, iNumberAmericanInfantry, iNumberAmericanMarines
end
function MakeMessage([COLOR="Blue"]pPlayer,[/COLOR] Message)
print(Message)
if (pPlayer:IsHuman()) then
Events.GameplayAlertMessage(Message)
end
end
---------------------------------------------------------------------------------------------------------
--CODE FOR JAPAN
---------------------------------------------------------------------------------------------------------
if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_JAPAN"] then
if Game.GetGameTurn() == 3 then
---------------------------------------------------------------------------------------------------------
--CODE FOR JAPAN
---------------------------------------------------------------------------------------------------------
if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_JAPAN"] then
local iNumberAmericanCarriers, iNumberAmericanInfantry, iNumberAmericanMarines = RadarScanForPeavaInvaders(pPlayer)
MakeMessage([COLOR="Blue"]pPlayer,[/COLOR]"Number detected American Carriers near Peava was " .. iNumberAmericanCarriers)
MakeMessage([COLOR="Blue"]pPlayer,[/COLOR]"Number detected American Infantry near Peava was " .. iNumberAmericanInfantry)
MakeMessage([COLOR="Blue"]pPlayer,[/COLOR]"Number detected American Marines near Peava was " .. iNumberAmericanMarines)
if Game.GetGameTurn() == 3 then
-- Update date
g_Calendar = {}
local monthList = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December" }
local dayList = { "1", "7", "14", "21", "28" }
local turn = 0
for year = 1939, 1946 do -- see large
for month = 1, #monthList do
for day = 1, #dayList do
local bStart = (month >= 8 and year == 1942) -- Start date = august, 1st 1942
if bStart or (year > 1946) then
local numMonth, numDay
if month < 10 then numMonth = month; else numMonth = month; end
if tonumber(dayList[day]) < 10 then numDay = dayList[day]; else numDay = dayList[day]; end
g_Calendar[turn] = { Text = monthList[month] .. " " .. dayList[day] .. ", " .. year, Number = tonumber(year..numMonth..numDay)}
turn = turn + 1
end
end
end
end
local date = Game.GetTurnString();
Controls.CurrentDate:SetText(date);
local realDate = g_Calendar[Game.GetGameTurn()].Text or "You should really end this war now !"
Controls.CurrentDate:SetText(realDate)
end
end
I think the issue with 25 turns is probably related to this:I'd have to see Gedemon's original code again to get a better idea of how it was intended to work.Spoiler :Month Date Turn
August'42 1 1
7 2
14 3
21 4
28 5
September'42 1 6
7 7
14 8
21 9
28 10
October'42 1 11
7 12
14 13
21 14
28 15
November'42 1 16
7 17
14 18
21 19
28 20
December'42 1 21
7 22
14 23
21 24
28 25
January'43 1 26
g_Calendar = {}
local monthList = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December" }
local dayList = { "1", "5", "10", "15", "20", "25" }
local turn = 0
for year = 1939, 1946 do -- see large
for month = 1, #monthList do
for day = 1, #dayList do
local bStart = (month >= 7 and year == 1939) -- Start date = july, 1st 1939
if bStart or (year > 1939) then
local numMonth, numDay
if month < 10 then numMonth = "0"..month; else numMonth = month; end
if tonumber(dayList[day]) < 10 then numDay = "0"..dayList[day]; else numDay = dayList[day]; end
g_Calendar[turn] = { Text = monthList[month] .. " " .. dayList[day] .. ", " .. year, Number = tonumber(year..numMonth..numDay)}
turn = turn + 1
end
end
end
end
local date = Game.GetTurnString();
Controls.CurrentDate:SetText(date);
local realDate = g_Calendar[Game.GetGameTurn()].Text or "You should really end this war now !"
Controls.CurrentDate:SetText(realDate)
end
end
I don't know if something is wrong with this code. I made a few slight adjustments. Perhaps some changes could be made to improve it. The code works great until about turn 25, then stops working and reverts back to the civ 5 calendar. When this happens the date is way out of whack. If there is nothing that can be done so be it. I'll just have to use the default civ 5 calendar. From what gedemon told me about his code here, is that it reverts to the Civ 5 calendar when a save game is uploaded. He says it needs more works to fix that.
Spoiler :Code:-- Update date g_Calendar = {} local monthList = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December" } local dayList = { "1", "7", "14", "21", "28" } local turn = 0 for year = 1939, 1946 do -- see large for month = 1, #monthList do for day = 1, #dayList do local bStart = (month >= 8 and year == 1942) -- Start date = august, 1st 1942 if bStart or (year > 1946) then local numMonth, numDay if month < 10 then numMonth = month; else numMonth = month; end if tonumber(dayList[day]) < 10 then numDay = dayList[day]; else numDay = dayList[day]; end g_Calendar[turn] = { Text = monthList[month] .. " " .. dayList[day] .. ", " .. year, Number = tonumber(year..numMonth..numDay)} turn = turn + 1 end end end end local date = Game.GetTurnString(); Controls.CurrentDate:SetText(date); local realDate = g_Calendar[Game.GetGameTurn()].Text or "You should really end this war now !" Controls.CurrentDate:SetText(realDate) end end
ah, okay. Yeah, the saved game labels are coming out bizarre. I misunderstood the problem. Not really sure what there is to do about that.It's the saved game's name itself that shows the old calendar, it works fine in game when reloading.