ComradeNoot
Chieftain
- Joined
- Feb 6, 2022
- Messages
- 16
Quick question: Do you have to toss every icon you're using into the ImportFiles Action in a Modbuddy project? It's reallllly tedious having to put files in one at a time from a drop down menu.
INSERT INTO BuildingModifiers (BuildingType, ModifierId) VALUES
('BUILDING_HERMITAGE', 'BE_HERMITAGE_AUTO_THEME'),
('BUILDING_HERMITAGE', 'BE_HERMITAGE_ART_MUSEUM_AUTO_THEME');
INSERT INTO Modifiers (ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId) VALUES
('BE_HERMITAGE_AUTO_THEME', 'MODIFIER_PLAYER_ADJUST_AUTO_THEMED_BUILDING', 0, 0, NULL, NULL),
('BE_HERMITAGE_ART_MUSEUM_AUTO_THEME', 'MODIFIER_PLAYER_ADJUST_AUTO_THEMED_BUILDING', 0, 0, NULL, NULL);
INSERT INTO ModifierArguments (ModifierId, Name, Value, Extra, SecondExtra) VALUES
('BE_HERMITAGE_AUTO_THEME', 'BuildingType', 'BUILDING_HERMITAGE', NULL, NULL),
('BE_HERMITAGE_ART_MUSEUM_AUTO_THEME', 'BuildingType', 'BUILDING_MUSEUM_ART', NULL, NULL);
Hi,
I'm trying to mod the Hermitage so that it allows Art Museums to be auto themed once filled, but it doesn't seem to work.
This is the relevant code I'm using. As you can see, I do the same for the Hermitage wonder itself and here, it works. Once it's filled, the Hermitage is themed, no matter what kind of Great Works of Art I put in there. When I try to do the same with any Art Museum, it doesn't work, however. I'm not sure what I'm doing wrong here. Do the inherent theming rules for Art Museums interfere somehow?Code:INSERT INTO BuildingModifiers (BuildingType, ModifierId) VALUES ('BUILDING_HERMITAGE', 'BE_HERMITAGE_AUTO_THEME'), ('BUILDING_HERMITAGE', 'BE_HERMITAGE_ART_MUSEUM_AUTO_THEME'); INSERT INTO Modifiers (ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId) VALUES ('BE_HERMITAGE_AUTO_THEME', 'MODIFIER_PLAYER_ADJUST_AUTO_THEMED_BUILDING', 0, 0, NULL, NULL), ('BE_HERMITAGE_ART_MUSEUM_AUTO_THEME', 'MODIFIER_PLAYER_ADJUST_AUTO_THEMED_BUILDING', 0, 0, NULL, NULL); INSERT INTO ModifierArguments (ModifierId, Name, Value, Extra, SecondExtra) VALUES ('BE_HERMITAGE_AUTO_THEME', 'BuildingType', 'BUILDING_HERMITAGE', NULL, NULL), ('BE_HERMITAGE_ART_MUSEUM_AUTO_THEME', 'BuildingType', 'BUILDING_MUSEUM_ART', NULL, NULL);
Settle IF
#cities * SETTLEMENT_CITY_VALUE_MULTIPLIER - (#turns_since_last_settled/SETTLEMENT_DECAY_TURNS * SETTLEMENT_DECAY_AMOUNT) .. whatever?
I haven't, but I'll try when I have time. Don't think it'll work though, as the modifier type "MODIFIER_PLAYER_ADJUST_AUTO_THEMED_BUILDING" works for players and not individual cities.Have you tried attaching 'BE_HERMITAGE_ART_MUSEUM_AUTO_THEME' via MODIFIER_PLAYER_CITIES_ATTACH_MODIFIER?
Like add a Modifier Id=BE_HERMITAGE_ART_MUSEUM_AUTO_THEME_ATTACH and ModifierType=MODIFIER_PLAYER_CITIES_ATTACH_MODIFIER, use BE_HERMITAGE_ART_MUSEUM_AUTO_THEME as ModifierArgument for BE_HERMITAGE_ART_MUSEUM_AUTO_THEME_ATTACH.
Oh sorry I didn't atentively think this through. Isnt there a attach_player variant? You could also check if you can create a new dynamic modifier targeting cities. Sorry if I couldn't give any useful hint.I haven't, but I'll try when I have time. Don't think it'll work though, as the modifier type "MODIFIER_PLAYER_ADJUST_AUTO_THEMED_BUILDING" works for players and not individual cities.
The Civ's AI is a pretty broad area. You may take a look at https://forums.civfanatics.com/threads/real-strategy-ai.640452/post-15324159 to better understand how the core system work. Behavior trees manage tactical level and are more difficult as there is virtually no documentation. Those two tables contain actual definition of the trees, the first contains the trees (nodes and relations) and the 2nd all required params.How to change AI's behaviors? I saw @Infixo made some AI fix mods, but I can't understand how they work. Tables like BehaviorTreeNodes and TreeData are hard to understand.