How hard to add button to leaderhead to open Global Politics?

Ako Vendetta

Chieftain
Joined
May 27, 2012
Messages
18
All to often I am unable to recall who hates who when a leader comes asking for a declaration of friendship or some such, only to piss off a leader I'm friendly with because dude is is his most hated enemy. There's no way to make sure i'm making a sound choice, or beginning WW8.

I'm thinking it should be as easy as adding a third dialogue button that says "Not sure dude, lemme check with my hommes.." and putting the same code to call up diplomacy overview from additional information.

I plan on just doing this in my core files (backing up originals of course) but will share as a mod if others are interested.

Could it be that simple, or am I likely going to head down a rabbit hole of despair and frustration?

Thanks guys...
 
I'm thinking it should be as easy as adding a third dialogue button that says "Not sure dude, lemme check with my hommes.." and putting the same code to call up diplomacy overview from additional information.

I'm gonna stop you there, because that is the thinking that will get you confused and frustrated.

I have no idea how to do this but it is a ton more complicated than that.
 
Yeah, hense my question. I feel pretty confident modding game data, and mapscripting, but the UI stuff scares me (even with Whoward's UIGuide at my side). Many times I have been modding or scripting with the idea that something was easy to implement. I'm pretty sure thats how I earned all these grey hairs the last few years!

What I need is a visual editor, I'm using Lua edit right now.
 
but the UI stuff scares me (even with Whoward's UIGuide at my side). Many times I have been modding or scripting with the idea that something was easy to implement. I'm pretty sure thats how I earned all these grey hairs the last few years!

Calling popups from popups **seems** easy, but is one of the most frequent causes of memory loss (computer's not mine!) and hence game crashes that I have come across.

The leader head screens live in a little world of their own, and without the DLL source code, to work out if that little world is connected internally in the same way that the WorldView and CityView worlds are connected, it is impossible to tell how they behave - and I'm guessing they arn't connected the same way, hence the memory leaks and crashes.

So (in the nicest possible way) "Step away from that leader head screen!" ;)
 
Yeah, that settles it. I'm staying out of there!

Thank-you for keepin me out of trouble.

Memory exercises it is then :)
 
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