platyping
Sleeping Dragon
It seems that this code
can be used to adjust happiness output of a building such that barracks gives +2 happiness instead with python for instance.
Works well when the change is positive, but if the change is negative, for instance letting granary giving +2 unhappiness, it becomes weird
As seen in the screenshot, the building tooltip itself reflects the correct changes, but the actual calculation of city happiness becomes screwed up. Any ideas?
Code:
setBuildingHappyChange
Works well when the change is positive, but if the change is negative, for instance letting granary giving +2 unhappiness, it becomes weird
As seen in the screenshot, the building tooltip itself reflects the correct changes, but the actual calculation of city happiness becomes screwed up. Any ideas?