Ingame Editor

function GetYieldString(plot)

local strYield = "";

-- food
local iNumFood = plot:CalculateYield(0, true);
if (iNumFood > 0) then
strYield = strYield .. "[ICON_FOOD] " .. iNumFood .. " ";
end

-- production
local iNumProduction = plot:CalculateYield(1, true);
if (iNumProduction > 0) then
strYield = strYield .. "[ICON_PRODUCTION] " .. iNumProduction .. " ";
end

-- gold
local iNumGold = plot:CalculateYield(2, true);
if (iNumGold > 0) then
strYield = strYield .. "[ICON_GOLD] " .. iNumGold .. " ";
end

-- science
local iNumScience = plot:CalculateYield(3, true);
if (iNumScience > 0) then
strYield = strYield .. "[ICON_RESEARCH] " .. iNumScience .. " ";
end

-- culture
local iNumCulture = plot:CalculateYield(4, true);
if (iNumCulture > 0) then
strYield = strYield .. "[ICON_CULTURE] " .. iNumCulture .. " ";
end

-- Faith
local iNumFaith = plot:CalculateYield(5, true);
if (iNumFaith > 0) then
strYield = strYield .. "[ICON_PEACE] " .. iNumFaith .. " ";
end

return strYield;

end
 
Could someone with Gods and Kings give me a piece of code from the xpac please? In order to make IGE compatible with it since it seems like they removed the plot:GetCulture function.

There should be a file named PlotMouseOverInclude.lua somewhere (the xpac directory, maybe far under My Documents). Opens it with a text editor. It should contain a function named GetYieldString (use Ctrl+F). It has different sections, one for food, production, etc (they should start with "--food" etc). I would need the piece for the culture.

Here is the whole function

Code:
function GetYieldString(plot)

	local strYield = "";
	
	-- food
	local iNumFood = plot:CalculateYield(0, true);
	if (iNumFood > 0) then
		strYield = strYield .. "[ICON_FOOD] " .. iNumFood .. " ";
	end
	
	-- production
	local iNumProduction = plot:CalculateYield(1, true);
	if (iNumProduction > 0) then
		strYield = strYield .. "[ICON_PRODUCTION] " .. iNumProduction .. " ";
	end
	
	-- gold
	local iNumGold = plot:CalculateYield(2, true);
	if (iNumGold > 0) then
		strYield = strYield .. "[ICON_GOLD] " .. iNumGold .. " ";
	end
	
	-- science
	local iNumScience = plot:CalculateYield(3, true);
	if (iNumScience > 0) then
		strYield = strYield .. "[ICON_RESEARCH] " .. iNumScience .. " ";
	end
	
    	-- culture	
	local iNumCulture = plot:CalculateYield(4, true);
	if (iNumCulture > 0) then
		strYield = strYield .. "[ICON_CULTURE] " .. iNumCulture .. " ";
	end
	
	-- Faith
	local iNumFaith = plot:CalculateYield(5, true);
	if (iNumFaith > 0) then
		strYield = strYield .. "[ICON_PEACE] " .. iNumFaith .. " ";
	end
	
	return strYield;
	
end
 
The error message that I received was
line 269: Attempt to call "GetCulture (It is an nil value)
However looking down the replies I see some one else has entered basically the same problem. I have not been playing Civ 5 long enough to help with the trouble shooting
So I will wait patiently for some one to fix it and tell me

Thanks for your time and effort
Mark M Janecki
mjanecki@comcast.net
 
Reason your getting that is because IGE is not working with GaK.

Other than that i currently can't play.
 
Thank you very much to you, all, now I know what they used instead of GetCulture. ;)
I was expecting that and it's far more logical than the original API. Yet I think doing that breaking change was a bad idea.

Fixing that is simple. But I first want to fix the troublesome bug and I don't know if I will be able to make it today, I may have to travel for a few days. Stay tuned.

Meanwhile, if you absolutely want to not wait, do it yourself: use an advanced text editor like Notepad++ to locate all the GetCulture occurences within IGE (ctrl+f) and replace it with CalculateYield(4, true). May sound complicated but once you see the lua file you will understand what you need to do.
 
Also, as an FYI, once you meet a city state, a similar error occurs at line 342 in IGE_CityBanner.lua. GetCityStateStatus throws an error message.

Code:
elseif owner:IsMinorCiv() then
		local strShortDescKey = owner:GetCivilizationShortDescriptionKey();
		local bWar = Teams[iActiveTeam]:IsAtWar(team);
		strToolTip = GetCityStateStatus(owner, iActivePlayer, bWar);
end

Commenting this line out in addition to the recommended GetCulture find and replace seems to allow things to run.

Code:
strToolTip = GetCityStateStatus(owner, iActivePlayer, bWar);
 
New version updated on Steam, no full changelog yet since I will do further changes, consider it as a beta.

Please gentlemen, I will need a new piece of code to know what GetCityStateStatus has been replaced with: I need the RefreshCityBanner function from CityBannerManager.lua. If it doesn't exist, then InitMinorCivList from DiploList.lua. Otherwise OnDisplay from CityStateDiploPopup.lua. One of them is enough.

By the way, thank you Common Sensei. ;)
 
I also need a piece from InfoToolTipInclude.lua please, the function GetCultureTooltip, espcially the part under the "-- Empire Culture modifier". Firaxis also removed a text key.
 
from line 537 of InfoToolTipInclude.lua:

Code:
	-- Empire Culture modifier
	local iAmount = Players[pCity:GetOwner()]:GetCultureCityModifier();
	if (iAmount ~= 0) then
		strCultureToolTip = strCultureToolTip .. "[NEWLINE][NEWLINE]";
		strCultureToolTip = strCultureToolTip .. "[ICON_BULLET]" .. Locale.ConvertTextKey("TXT_KEY_CULTURE_PLAYER_MOD", iAmount);
	end
 
Ah! Thank you. My mistakes actually, that part didn't change. Nevermind, I know where the problem is. Could you also provide me the pieces I requested in message #469 please?
 
The RefreshCityBanner function:

Code:
-------------------------------------------------
-- Updates banner to reflect latest city info.
-------------------------------------------------
function RefreshCityBanner(cityBanner, iActiveTeam, iActivePlayer)
	if ( Instances[ cityBanner.playerID ] == nil or Instances[ cityBanner.playerID ][ cityBanner.cityID ] == nil ) then
	    return;
    end
		
	local strToolTip = "";
	local player = Players[cityBanner.playerID];
	
	local team = Players[cityBanner.playerID]:GetTeam();
	local isActivePlayerCity = (cityBanner.playerID == iActivePlayer);
	local isActiveTeamCity = false;
	if (iActiveTeam == team) then
		isActiveTeamCity = true;
	end	
		
	-- grab city using playerID and cityID
	local city = player:GetCityByID(cityBanner.cityID);
	-- for debugging purposes, we want to be able to create a city banner without a DLL-side city
	--assert(city);
	
	local bHasSpy = false;
	local strSpyName = nil;
	local strSpyRank = nil;
	
	if(city ~= nil) then
		local cityX = city:GetX();
		local cityY = city:GetY();
		
		local activePlayer = Players[iActivePlayer]
		local spies = activePlayer:GetEspionageSpies();
		for i,v in ipairs(spies) do
			if(v.CityX == cityX and v.CityY == cityY) then
				bHasSpy = true;
				strSpyName = Locale.Lookup(v.Name);
				strSpyRank = Locale.Lookup(v.Rank);
			end
		end
	end
	
	local controls = cityBanner.SubControls;
	
	-- Update colors
	local primaryColor, secondaryColor = player:GetPlayerColors();
	if player:IsMinorCiv() then
		primaryColor, secondaryColor = secondaryColor, primaryColor;
	end
	
	local backgroundColor = {x = secondaryColor.x, y = secondaryColor.y, z = secondaryColor.z, w = 0.7};
	
	controls.CityBannerBackground:SetColor(backgroundColor);
	if( isActiveTeamCity )then
        controls.CityBannerBGLeftHL:SetColor( backgroundColor );
        controls.CityBannerBGRightHL:SetColor( backgroundColor );
        controls.CityBannerRightBackground:SetColor( backgroundColor );
        controls.CityBannerLeftBackground:SetColor( backgroundColor );
	else
		--NOTE: If the active player were to ever change (such as during an auto play) these controls will not exist because
		--		the city banner is of the "active player" type and not the "other player" type.
		--		This fix is merely a fix to the Lua nil value error and not a proper solution to the problem.
		if(controls.RightBackground ~= nil and controls.LeftBackground ~= nil) then
			controls.RightBackground:SetColor( backgroundColor );
			controls.LeftBackground:SetColor( backgroundColor );
	    end
	end
	
	local textColor = {x = primaryColor.x, y = primaryColor.y, z = primaryColor.z, w = 1};
	local textColor200 = {x = primaryColor.x, y = primaryColor.y, z = primaryColor.z, w = 0.7};	
	local textColorShadow = {x = 0, y = 0, z = 0, w = 0.5};
	local textColorSoft = {x = 1, y = 1, z = 1, w = 0.5};
	if(controls.CityProductionName) then
		controls.CityProductionName:SetColor(textColor200, 0);
	end

	controls.CityName:SetColor(textColor, 0);
	controls.CityName:SetColor(textColorShadow, 1);
	controls.CityName:SetColor(textColorSoft, 2);
    
	--print("No city");
    	
	if city ~= nil then
		-- Update name
		local cityName = city:GetNameKey();
		local localizedCityName = Locale.ConvertTextKey(cityName);
		local convertedKey = Locale.ToUpper(localizedCityName);
		
		-- Update capital icon
		local isCapital = city:IsCapital() or Players[city:GetOriginalOwner()]:IsMinorCiv();
		
		if (city:IsCapital() and not player:IsMinorCiv()) then
			convertedKey = "[ICON_CAPITAL]" .. convertedKey;
		end
		
		controls.CityName:SetText(convertedKey);
		
		if (isActivePlayerCity) then
			if (city:IsPuppet()) then
				strToolTip = Locale.ConvertTextKey("TXT_KEY_CITY_ANNEX_TT");
			else
				strToolTip = Locale.ConvertTextKey("TXT_KEY_CITY_ENTER_CITY_SCREEN");		
			end
		elseif (isActiveTeamCity) then
			strToolTip = Locale.ConvertTextKey("TXT_KEY_CITY_TEAMMATE");
		elseif (Game.IsOption( GameOptionTypes.GAMEOPTION_ALWAYS_WAR )) then
			strToolTip = Locale.ConvertTextKey("TXT_KEY_ALWAYS_AT_WAR_WITH_CITY");
		elseif (player:IsMinorCiv()) then
			local strStatusTT = GetCityStateStatusToolTip(iActivePlayer, cityBanner.playerID, false);
			strToolTip = strToolTip .. strStatusTT;	
			controls.StatusIconBG:SetToolTipString(strStatusTT);
			controls.StatusIcon:SetToolTipString(strStatusTT);
		elseif (not Teams[Game.GetActiveTeam()]:IsHasMet(player:GetTeam())) then
			strToolTip = Locale.ConvertTextKey("TXT_KEY_HAVENT_MET");
		else
			strToolTip = Locale.ConvertTextKey("TXT_KEY_TALK_TO_PLAYER");
		end
		
		local eReligion = city:GetReligiousMajority();
		
		if (eReligion >= 0) then
			local religion = GameInfo.Religions[eReligion];
			IconHookup( religion.PortraitIndex, 32, religion.IconAtlas, controls.ReligiousIcon );
			IconHookup( religion.PortraitIndex, 32, religion.IconAtlas, controls.ReligiousIconShadow );
		end	
		
		local religionToolTip = "";
		if(GetReligionTooltip) then
			religionToolTip = GetReligionTooltip(city);
		end	
		
		if (religionToolTip ~= "") then
			strToolTip = strToolTip .. "[NEWLINE]----------------[NEWLINE]" .. religionToolTip;
		end
		controls.BannerButton:SetToolTipString(strToolTip);
	
		if (controls.ReligiousIcon ~= nil) then
			controls.ReligiousIcon:SetToolTipString(religionToolTip);
		end		
			
		local bHasReligion = (eReligion >= 0);
		if (controls.ReligiousIcon ~= nil) then
			controls.ReligiousIconContainer:SetHide(not bHasReligion);
		end
		
		DoResizeBanner(controls);

		-- Connected to capital?
		if (isActiveTeamCity) then
			if (not city:IsCapital() and player:IsCapitalConnectedToCity(city) and not city:IsBlockaded()) then
				controls.ConnectedIcon:SetHide(false);
				controls.ConnectedIcon:SetToolTipString(Locale.ConvertTextKey("TXT_KEY_CITY_CONNECTED"));
			else
				controls.ConnectedIcon:SetHide(true);
			end
		end
			
		-- Blockaded
		if (city:IsBlockaded()) then
			controls.BlockadedIcon:SetHide(false);
			controls.BlockadedIcon:SetToolTipString(Locale.ConvertTextKey("TXT_KEY_CITY_BLOCKADED"));
		else
			controls.BlockadedIcon:SetHide(true);
		end
		
		-- Being Razed
		if (city:IsRazing()) then
			controls.RazingIcon:SetHide(false);
			controls.RazingIcon:SetToolTipString(Locale.ConvertTextKey( "TXT_KEY_CITY_BURNING", tostring(city:GetRazingTurns()) ));
		else
			controls.RazingIcon:SetHide(true);
		end
		
		-- In Resistance
		if (city:IsResistance()) then
			controls.ResistanceIcon:SetHide(false);
			controls.ResistanceIcon:SetToolTipString(Locale.ConvertTextKey( "TXT_KEY_CITY_RESISTANCE", tostring(city:GetResistanceTurns()) ));
		else
			controls.ResistanceIcon:SetHide(true);
		end

		-- Puppet Status
		if (city:IsPuppet()) then
			controls.PuppetIcon:SetHide(false);
			
			if(isActivePlayerCity) then
				controls.PuppetIcon:SetToolTipString(Locale.ConvertTextKey("TXT_KEY_CITY_PUPPET"));
			else
				controls.PuppetIcon:SetToolTipString(Locale.ConvertTextKey("TXT_KEY_CITY_PUPPET_OTHER"));
			end
		else
			controls.PuppetIcon:SetHide(true);
		end
		
		-- Occupation Status
		if (city:IsOccupied() and not city:IsNoOccupiedUnhappiness()) then
			controls.OccupiedIcon:SetHide(false);
			controls.OccupiedIcon:SetToolTipString(Locale.ConvertTextKey( "TXT_KEY_CITY_OCCUPIED"));
		else
			controls.OccupiedIcon:SetHide(true);
		end
		
		if(bHasSpy) then
			controls.SpyIcon:SetHide(false);
			if (isActivePlayerCity) then
				controls.SpyIcon:LocalizeAndSetToolTip("TXT_KEY_CITY_SPY_YOUR_CITY_TT", strSpyRank, strSpyName, city:GetName(), strSpyRank, strSpyName);
			elseif (player:IsMinorCiv()) then
				controls.SpyIcon:LocalizeAndSetToolTip("TXT_KEY_CITY_SPY_CITY_STATE_TT", strSpyRank, strSpyName, city:GetName(), strSpyRank, strSpyName);			
			else
				controls.SpyIcon:LocalizeAndSetToolTip("TXT_KEY_CITY_SPY_OTHER_CIV_TT", strSpyRank, strSpyName, city:GetName(), strSpyRank, strSpyName, strSpyRank, strSpyName);
			end
		else
			controls.SpyIcon:SetHide(true);
		end
		
		controls.IconsStack:ReprocessAnchoring();

		-- Update strength
		local cityStrengthStr = math.floor(city:GetStrengthValue() / 100);
		
		local garrisonedUnit = city:GetGarrisonedUnit();
		if garrisonedUnit == nil then
			if isActiveTeamCity then
				controls.GarrisonFrame:SetHide(true);
			end	
		end
		
		controls.CityStrength:SetText(cityStrengthStr);
		
    	if isActiveTeamCity then
			controls.EjectGarrison:SetHide(true);
		end

		UpdateRangeStrikeIcon(cityBanner);
		
		-- Update population
		local cityPopulation = math.floor(city:GetPopulation());
		controls.CityPopulation:SetText(cityPopulation);
		
		-- Update Growth Time
		if(controls.CityGrowth) then
			local cityGrowth = city:GetFoodTurnsLeft();
			
			if (city:IsFoodProduction() or city:FoodDifferenceTimes100() == 0) then
				cityGrowth = "-";
				controls.CityBannerRightBackground:SetToolTipString(Locale.ConvertTextKey("TXT_KEY_CITY_STOPPED_GROWING_TT", localizedCityName, cityPopulation));
			elseif city:FoodDifferenceTimes100() < 0 then
				cityGrowth = "[COLOR_WARNING_TEXT]-[ENDCOLOR]";
				controls.CityBannerRightBackground:SetToolTipString(Locale.ConvertTextKey("TXT_KEY_CITY_STARVING_TT",localizedCityName ));
			else
				controls.CityBannerRightBackground:SetToolTipString(Locale.ConvertTextKey("TXT_KEY_CITY_WILL_GROW_TT", localizedCityName, cityPopulation, cityPopulation+1, cityGrowth));
			end
			
			controls.CityGrowth:SetText(cityGrowth);
		end
		
		-- Update Production Time
		if(controls.BuildGrowth) then
			local buildGrowth = "-";
			
			if (city:IsProduction() and not city:IsProductionProcess()) then
				if (city:GetCurrentProductionDifferenceTimes100(false, false) > 0) then
					buildGrowth = city:GetProductionTurnsLeft();
				end
			end
			
			controls.BuildGrowth:SetText(buildGrowth);

		end
		
		-- Update Growth Meter
		if (controls.GrowthBar) then
			
			local iCurrentFood = city:GetFood();
			local iFoodNeeded = city:GrowthThreshold();
			local iFoodPerTurn = city:FoodDifference();
			local iCurrentFoodPlusThisTurn = iCurrentFood + iFoodPerTurn;
			
			local fGrowthProgressPercent = iCurrentFood / iFoodNeeded;
			local fGrowthProgressPlusThisTurnPercent = iCurrentFoodPlusThisTurn / iFoodNeeded;
			if (fGrowthProgressPlusThisTurnPercent > 1) then
				fGrowthProgressPlusThisTurnPercent = 1
			end
			
			controls.GrowthBar:SetPercent( fGrowthProgressPercent );
			controls.GrowthBarShadow:SetPercent( fGrowthProgressPlusThisTurnPercent );
			
		end
		
		-- Update Production Meter
		if (controls.ProductionBar) then
			
			local iCurrentProduction = city:GetProduction();
			local iProductionNeeded = city:GetProductionNeeded();
			local iProductionPerTurn = city:GetYieldRate(YieldTypes.YIELD_PRODUCTION);
			if (city:IsFoodProduction()) then
				iProductionPerTurn = iProductionPerTurn + city:GetYieldRate(YieldTypes.YIELD_FOOD) - city:FoodConsumption(true);
			end
			local iCurrentProductionPlusThisTurn = iCurrentProduction + iProductionPerTurn;
			
			local fProductionProgressPercent = iCurrentProduction / iProductionNeeded;
			local fProductionProgressPlusThisTurnPercent = iCurrentProductionPlusThisTurn / iProductionNeeded;
			if (fProductionProgressPlusThisTurnPercent > 1) then
				fProductionProgressPlusThisTurnPercent = 1
			end
			
			controls.ProductionBar:SetPercent( fProductionProgressPercent );
			controls.ProductionBarShadow:SetPercent( fProductionProgressPlusThisTurnPercent );
		end

		-- Update Production Name
		local cityProductionName = city:GetProductionNameKey();
		--if city:IsOccupation() then
			--cityProductionName = "City in unrest";
		if cityProductionName == nil or string.len(cityProductionName) == 0 then
			cityProductionName = "TXT_KEY_PRODUCTION_NO_PRODUCTION";
		end
		
		if(controls.CityProductionName) then
			convertedKey = Locale.ConvertTextKey(cityProductionName);
			controls.CityProductionName:SetText(convertedKey);
			
			if controls.CityBannerLeftBackground then
				if cityProductionName == "TXT_KEY_PRODUCTION_NO_PRODUCTION" then
					controls.CityBannerLeftBackground:SetToolTipString(Locale.ConvertTextKey( "TXT_KEY_CITY_NOT_PRODUCING", localizedCityName ));
				else
					local productionTurnsLeft = city:GetProductionTurnsLeft();
					local tooltipString;
					if productionTurnsLeft > 99 then
						tooltipString = Locale.ConvertTextKey(Locale.ConvertTextKey("TXT_KEY_CITY_CURRENTLY_PRODUCING_99PLUS_TT", localizedCityName, cityProductionName));
					else
						tooltipString = Locale.ConvertTextKey(Locale.ConvertTextKey("TXT_KEY_CITY_CURRENTLY_PRODUCING_TT", localizedCityName, cityProductionName, productionTurnsLeft));
					end
					
					controls.CityBannerLeftBackground:SetToolTipString(tooltipString);
				end
			end	
		end
	
		-- Update Production icon
		if controls.CityBannerProductionImage then
			local unitProduction = city:GetProductionUnit();
			local buildingProduction = city:GetProductionBuilding();
			local projectProduction = city:GetProductionProject();
			local processProduction = city:GetProductionProcess();
			local noProduction = false;

			if unitProduction ~= -1 then
				local thisUnitInfo = GameInfo.Units[unitProduction];
				if IconHookup( thisUnitInfo.PortraitIndex, 45, thisUnitInfo.IconAtlas, controls.CityBannerProductionImage ) then
					controls.CityBannerProductionImage:SetHide( false );
				else
					controls.CityBannerProductionImage:SetHide( true );
				end
			elseif buildingProduction ~= -1 then
				local thisBuildingInfo = GameInfo.Buildings[buildingProduction];
				if IconHookup( thisBuildingInfo.PortraitIndex, 45, thisBuildingInfo.IconAtlas, controls.CityBannerProductionImage ) then
					controls.CityBannerProductionImage:SetHide( false );
				else
					controls.CityBannerProductionImage:SetHide( true );
				end
			elseif projectProduction ~= -1 then
				local thisProjectInfo = GameInfo.Projects[projectProduction];
				if IconHookup( thisProjectInfo.PortraitIndex, 45, thisProjectInfo.IconAtlas, controls.CityBannerProductionImage ) then
					controls.CityBannerProductionImage:SetHide( false );
				else
					controls.CityBannerProductionImage:SetHide( true );
				end
			elseif processProduction ~= -1 then
				local thisProcessInfo = GameInfo.Processes[processProduction];
				if IconHookup( thisProcessInfo.PortraitIndex, 45, thisProcessInfo.IconAtlas, controls.CityBannerProductionImage ) then
					controls.CityBannerProductionImage:SetHide( false );
				else
					controls.CityBannerProductionImage:SetHide( true );
				end
			else -- really should have an error texture
				controls.CityBannerProductionImage:SetHide(true);
			end
			
			if isActivePlayerCity then
    			controls.CityBannerProductionButton:RegisterCallback( Mouse.eLClick, OnProdClick );
    			controls.CityBannerProductionButton:SetVoids( city:GetID(), nil );
    			controls.BannerButton:SetDisabled( false );
			end
			
		end
		
		-- This is another player's banner instance
		if( controls.MinorIndicator and controls.StatusIcon ) then
		
			controls.StatusIcon:SetColor( textColor );
			local civType = player:GetCivilizationType();
			local civInfo = GameInfo.Civilizations[civType];

			if( player:IsMinorCiv() ) then

				SetUpMinorMeter(iActivePlayer, cityBanner.playerID, controls, textColor );
				
				-- minor trait icon
				controls.StatusIcon:SetTexture( GameInfo.MinorCivTraits[ GameInfo.MinorCivilizations[ player:GetMinorCivType() ].MinorCivTrait ].TraitIcon );
				controls.StatusIcon:SetTextureOffsetVal( 0, 0 );

			else
				IconHookup( civInfo.PortraitIndex, 32, civInfo.AlphaIconAtlas, controls.StatusIcon );
				controls.StatusIcon:SetOffsetX( 0 );
				controls.StatusIconBG:SetHide( true );
            	controls.StatusMeterFrame:SetHide( true );
			end

			local pOriginalOwner = Players[ city:GetOriginalOwner() ];
			if( pOriginalOwner:IsMinorCiv() ) then
			
        		--if( city:IsPuppet() or city:IsOccupied() ) then
        		--if( pOriginalOwner ~= player ) then
			
            	local _, originalColor = pOriginalOwner:GetPlayerColors();
            	originalColor.w = 1;
            	
				civType = pOriginalOwner:GetCivilizationType();
				civInfo = GameInfo.Civilizations[civType];
				IconHookup( civInfo.PortraitIndex, 32, civInfo.AlphaIconAtlas, controls.MinorIndicator );
				
				controls.MinorIndicator:SetColor( originalColor );
				controls.MinorIndicator:SetHide( false );
			--    controls.MinorOccupiedSpacer:SetHide( false );
			--    controls.NameStack:SetOffsetX( -7 );
			else
			    controls.MinorIndicator:SetHide( true );
			 --   controls.MinorOccupiedSpacer:SetHide( true );
			 --   controls.NameStack:SetOffsetX( -3 );
			end
			
			controls.NameStack:CalculateSize();
			controls.NameStack:ReprocessAnchoring();
			
		end	
		
		-- Refresh the damage bar too
		RefreshCityDamage( cityBanner, city:GetDamage(), city:GetMaxHitPoints() );		
	end

	if(controls.NameStack)then
		controls.NameStack:CalculateSize();
		controls.NameStack:ReprocessAnchoring();
	end
	
	controls.IconsStack:CalculateSize();
	controls.IconsStack:ReprocessAnchoring();
end
 
Here is a v25 beta, it adds a faith editor on the players panel, could someone with G&K test it please?
* Check the icon is correct.
* The "up" button currently adds 100, on par with gold. Does it seem fine or should it be lower?

Thanks in advance! :)

Wow... Fixed the accumulation bug, the barbarian crash, the "glance at map" bug, and made IGE compatible with G&K (I hope)... That was quite a productive programming session!
 

Attachments

Thanks. ;)

Small update: Gilgamesh previously reported that "hurry production" did not work with projects and requested that I add projects to the buildings' list. I just investigated those both topics and, unfortunately, none of that is possible, civ5 does not offer API for that.
 
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