i like turtles
Chieftain
- Joined
- Feb 17, 2015
- Messages
- 43
This mod civ im using has a leader ability that gives me culture that scales with era when I pillage a holy site on my home continent. The problem is that instead of giving my faith and culture when I pillage, it gives me two separate faith boosts. Im in the industrial era so pillaging a holy site gives me 120 Faith and another 30.
After looking around in the lua script for the mod, I found this:
It seems that the way lua scripts work in GS made the feature not work anymore. Can anyone tell me how to fix this? I also provided the save file if it helps. No other mods are being used.
Mod is vicevirtuoso's Fate Oda Nobunaga: https://steamcommunity.com/sharedfiles/filedetails/?id=1720057060 .
After looking around in the lua script for the mod, I found this:
Code:
-- Nobu_OnPillage
-- Gain Culture on pillaging a Holy Site on Nobu's home continent.
----------------------------------------------------------------------------------------------------------------------------
function Nobu_OnPillage(iOwner, iDistrict, iCity, iX, iY, iDistrictType, iPercentComplete, bPillaged)
print(iOwner, iDistrict, iCity, iX, iY, iDistrictType, iPercentComplete, bPillaged)
if bPillaged == 1 and iDistrictType == iHolySiteType then
local pPlot = Map.GetPlot(iX, iY)
if pPlot then
local aUnits = Units.GetUnitsInPlot(pPlot);
for i, pUnit in ipairs(aUnits) do
if pUnit:GetCombat() > 0 then
local pPlayer = Players[pUnit:GetOwner()]
local iPlayer = pPlayer:GetID()
if iPlayer ~= iOwner then
local playerConfig = PlayerConfigurations[iPlayer]
if not playerConfig then print("No valid player.") return end
local leaderType = playerConfig:GetLeaderTypeName()
local civilizationType = playerConfig:GetCivilizationTypeName()
for trait, value in pairs(tHolySiteTraits) do
if (HasCivilizationTrait(civilizationType, trait) == true or HasLeaderTrait(leaderType, trait) == true) then
--Same continent?
local pPlayerCapital = pPlayer:GetCities():GetCapitalCity()
local iCapitalX = pPlayerCapital:GetX()
local iCapitalY = pPlayerCapital:GetY()
local pCapitalPlot = Map.GetPlot(iCapitalX, iCapitalY)
print(pPlot:GetContinentType(), pCapitalPlot:GetContinentType())
if pPlot:GetContinentType() == pCapitalPlot:GetContinentType() then
local iCultureGain = iBaseCulture + (pPlayer:GetEra() * iExtraCulturePerEra)
--since eras start at 0, this will make Ancient pillaging only be the base culture amount
pPlayer:GetCulture():ChangeCurrentCulturalProgress(iCultureGain)
--LuaEvents.Custom_StatusMessage(Locale.Lookup("LOC_STATUS_MESSAGE_TRAIT_VV_TENKA_FUBU_CULTURE_GAIN", iCultureGain), 10, ReportingStatusTypes.DEFAULT) --GS broke LuaEvents, thanks
Game.AddWorldViewText(0, "[COLOR_FLOAT_CULTURE]+"..iCultureGain.." [ICON_Culture][ENDCOLOR]", iX, iY, 0.5)
end
end
end
end
end
end
end
end
end
It seems that the way lua scripts work in GS made the feature not work anymore. Can anyone tell me how to fix this? I also provided the save file if it helps. No other mods are being used.
Mod is vicevirtuoso's Fate Oda Nobunaga: https://steamcommunity.com/sharedfiles/filedetails/?id=1720057060 .