RogerBacon
King
- Joined
- Nov 16, 2003
- Messages
- 649
Hi Platy,
A couple of things I noticed while playing with this mod.
1 Bad people are providing the research bonus that all specialists give when civic is set to Representation. This could probably be fixed by fiding where the game checks for that and limiting it to specialists enums < 7 or whatever the basic number of specialists is. I vaugly remember doing something like this in my version.
2 Upon reloading a saved game with a mafia standing on an enemy city, pressing the join button gives a python error in the getChance() function where it is getting the list of buildings. Maybe something in the game is not yet initialized propperly because it went away a turn later and he was able to join.
3 (my merging problem no doubt). My police officer is way up on the specialist screen and I never get the +/- buttons even if I have buildings that would enable him. I've merged a lot of mods on the interface screen so no surprise something got messed up. Can you point me to the section of code that determines the placement and fonctionality for that button?
Thanks and, again, great to see someone take my humble idea and expand upon it so well.
A couple of things I noticed while playing with this mod.
1 Bad people are providing the research bonus that all specialists give when civic is set to Representation. This could probably be fixed by fiding where the game checks for that and limiting it to specialists enums < 7 or whatever the basic number of specialists is. I vaugly remember doing something like this in my version.
2 Upon reloading a saved game with a mafia standing on an enemy city, pressing the join button gives a python error in the getChance() function where it is getting the list of buildings. Maybe something in the game is not yet initialized propperly because it went away a turn later and he was able to join.
3 (my merging problem no doubt). My police officer is way up on the specialist screen and I never get the +/- buttons even if I have buildings that would enable him. I've merged a lot of mods on the interface screen so no surprise something got messed up. Can you point me to the section of code that determines the placement and fonctionality for that button?
Thanks and, again, great to see someone take my humble idea and expand upon it so well.