JFD
Kathigitarkh
So my latest problem is this: I want to send a notification to the player when a policy has just been disabled. The problem is that - if this policy has been disabled, how can I check if the player ever had this policy so that I might send the notification? An example is thus:
The Player has the policy Slavery. If the Player adopts the Freedom or Order Ideologies, the Slavery Policy is disabled. This part works fine. But then I would like a notification to be sent to remind the Player that this would occur. The HasPolicy conditional doesn't work, because if the Player has just adopted one of those Ideologies, they no longer "has" that policy. So is there any way around this, or, rather, another way I can check if the player had the policy in question?
Also, this event: PlayerAdoptPolicyBranch - does not seem to work. Can someone confirm? It's not listed on the wiki, but it is in the patchnotes of one of the older patches. Thanks.
EDIT: It looks like SetHasPolicy allows for the removal of policies as well, so I will test that and report back.
Indeed, that works, but then the Player can just re-adopt Slavery; so that's no good. Giving a dummy policy seems to work; and then removing that dummy if the player adopts the opposing Ideology later. But if anyone has any betters ideas, or any better ideas that checking for any of the level 1 policies for the relevant ideologies, please let me know.
The Player has the policy Slavery. If the Player adopts the Freedom or Order Ideologies, the Slavery Policy is disabled. This part works fine. But then I would like a notification to be sent to remind the Player that this would occur. The HasPolicy conditional doesn't work, because if the Player has just adopted one of those Ideologies, they no longer "has" that policy. So is there any way around this, or, rather, another way I can check if the player had the policy in question?
Also, this event: PlayerAdoptPolicyBranch - does not seem to work. Can someone confirm? It's not listed on the wiki, but it is in the patchnotes of one of the older patches. Thanks.
EDIT: It looks like SetHasPolicy allows for the removal of policies as well, so I will test that and report back.
Indeed, that works, but then the Player can just re-adopt Slavery; so that's no good. Giving a dummy policy seems to work; and then removing that dummy if the player adopts the opposing Ideology later. But if anyone has any betters ideas, or any better ideas that checking for any of the level 1 policies for the relevant ideologies, please let me know.