Andrew Klamut
Chieftain
- Joined
- Jun 20, 2019
- Messages
- 6
Hi all, I'm attempting to make what I think is a simple mod, which I'd like to call CostMultiplier. The idea is this: In the Game Setup screen under Game Speed, there will be extra integer fields for Research, Civic, and Great Person cost multipliers. The idea is that after you pick a Game Speed, you can then additionally alter the costs of Research/Civic/GP (I'm currently just trying to get this working for Vanilla, I know if I can get it working I should also do Era score for R&F)
I already have several pieces that I think I just need to glue together correctly. I have the fields in the Game setup screen and I can set the values in-game. However, I don't know how to structure a LUA script to react to those values - Should it be considered a map script? An in-game script? Frontend? I think I need to define:
function GetMapInitData(worldSize)
and then read the values from the Game Setup screen there, but I'm not sure if this is right.
I know that there are other mods that change the research/civic costs using SQL:
update Technologies set Cost = Cost*X;
update Civics set Cost = Cost*X;
Is it possible to do this from my LUA script, using the values from the Game Setup screen?
I know that there are other mods that change the GP base cost using XML:
<GameInfo>
<Eras>
<Update>
<Where EraType="ERA_ANCIENT" />
<Set GreatPersonBaseCost="X" />
</Update>
<Update>
...
Is it possible to do this from my LUA script, using the values from the Game Setup screen?
Thanks for your time, I am new to modding but hope this mod would be a great alternative to those who enjoy Ages of Pace / Historic eras.
I already have several pieces that I think I just need to glue together correctly. I have the fields in the Game setup screen and I can set the values in-game. However, I don't know how to structure a LUA script to react to those values - Should it be considered a map script? An in-game script? Frontend? I think I need to define:
function GetMapInitData(worldSize)
and then read the values from the Game Setup screen there, but I'm not sure if this is right.
I know that there are other mods that change the research/civic costs using SQL:
update Technologies set Cost = Cost*X;
update Civics set Cost = Cost*X;
Is it possible to do this from my LUA script, using the values from the Game Setup screen?
I know that there are other mods that change the GP base cost using XML:
<GameInfo>
<Eras>
<Update>
<Where EraType="ERA_ANCIENT" />
<Set GreatPersonBaseCost="X" />
</Update>
<Update>
...
Is it possible to do this from my LUA script, using the values from the Game Setup screen?
Thanks for your time, I am new to modding but hope this mod would be a great alternative to those who enjoy Ages of Pace / Historic eras.