Quick Questions / Quick Answers

I'm just going through the VP mod options and I noticed this peculiarity:
In the Options.sql file in the CSD for CBP mod there are a few options that are set to non-default values despite me not having touched the file:
Spoiler non default settings only :
Code:
/*
CSD Beliefs and Traits
1 = Beliefs and Traits Enabled (Default)
2 = Beliefs and Traits Disabled
*/

INSERT INTO CSD (Type, Value)
VALUES ('CSD_BONUSES', 2);

/*
Fix for Mausoleum of Halicarnassus (Wonders of the Ancient World DLC)
1 = Fix Enabled (Default)
2 = Fix Disabled
*/

INSERT INTO CSD (Type, Value)
VALUES ('ANCIENT_WONDERS', 2);

/*
Sweden Trait Modification (G&K + Brave New World)
To compensate, Swedish Diplomatic Units have the Nobel Laureate Promotion which grants 10% more Influence from Diplomatic Missions.
3 = 40 Influence When Gifting Great People (Very Easy)
2 = 20 Influence When Gifting Great People (Easy)
1 = 0 Influence When Gifting Great People (Normal, Default)
0 = 90 Influence Per Mission (Vanilla- Not Recommended)
*/

INSERT INTO CSD (Type, Value)
VALUES ('SWEDEN_TRAIT', 0);

Now I'll just assume that this is all fine since it came like that from the download (I'm using the 11-30-18 version btw), but I just wanted to ask just in case and who knows....maybe it was simply forgotten to comment on this stuff after some changes or something.
It was when CSD was a standalone mod. It still works decently, but Vox Populi has absorbed into its reach now.
 
It was when CSD was a standalone mod. It still works decently, but Vox Populi has absorbed into its reach now.
I see; maybe @Gazebo can edit the description so that the default values are advertised as default so that people don't get confused and start changing stuff they shouldn't :nono:
 
2 questions for our kind mod-modders:

1) Is it possible to remove the Defense process by SQL? It works for me when I edit the CBO files directly and delete the part which adds it. But when I add something like "DELETE Defense FROM Processes" to my mod-mod, it does not.

2) How do I make the farms work as before = buildable even on hills and deserts if adjacent to fresh water? I tried this:

Code:
UPDATE Improvements SET RequiresFlatlands = '0' WHERE Type = 'IMPROVEMENT_FARM' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_TERRAIN' AND Value= 1 );
UPDATE Improvements SET RequiresFlatlandsOrFreshWater = '1' WHERE Type = 'IMPROVEMENT_FARM' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_TERRAIN' AND Value= 1 );

But it sometimes allows farms even on the flat desert NOT adjacent to fresh water.

3) How do I decrease the city ranged attack a bit? In the past, I tried changing the value here to 500, but it did not have any effect:

Code:
UPDATE Defines SET Value = '50' WHERE Name = 'CITY_RANGED_ATTACK_STRENGTH_MULTIPLIER';

Now that I think of it, maybe it isn't savegame compatible? What is the scale here? The bigger the number, the bigger the damage?

Thank you!
 
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1) Is it possible to remove the Defense process by SQL? It works for me when I edit the CBO files directly and delete the part which adds it. But when I add something like "DELETE Defense FROM Processes" to my mod-mod, it does not.

Ok, this one apparently worked, I just did not save the file properly. If anyone interested, the SQL is "DELETE FROM Processes WHERE Type = 'PROCESS_DEFENSE';"
 
I would like to put promotion icon in the text with funcion:
Code:
instance.Experience:SetToolTipString(sPromotions)
Text would have format like:
Code:
(...) [Promotion_Icon] Promotion_Name (...)
via lua. I aquired PortraitIndex and IconAtlas values as well as Promotion_Name.

How can I get [PromotionIcon] from those values? Is there any function like IconHookup which does similar thing with texts? @Gazebo, @Enginseer, @Infixo?
 
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