GenEngineer
Prince
- Joined
- Aug 24, 2014
- Messages
- 456
Hey everyone. Couple of quick question to help polish off the last rough edges on the release of a mod giving the Purity/Harmony affinity some unique buildings. I designed them all to play into Specialists rather heavily, and need some help getting all of them to work perfectly.
1) Any advice on how to change the number of specialist slots a building has? I'm currently working with a rather ungainly LUA code that checks if a slot changing perk is present and switches to an appropriate building variant at the start of each turn, but I'm not sure ow well that plays into looking at building new buildings. (Relevant for allowing building quest options to increase the number of slots)
2) Does anyone know how to get the "FreeSpecialists" section of the XML to work? I can see that it got broken a while back, but it would be incredibly useful if someone had found a way to reimplement it.
3) Is it possible to have a perk decrease the unhealthiness caused by specialists? Would be useful for a building designed to make it less taxing health-wise to run a lot of specialists in a single city.
4) Is it possible to edit the PAU perk to not include a given type of specialist? I'm worried about how well they might synergy with a specialist type I added, and would like to make it so that they don't become overpowered as possible.
Thanks in advance for any help that you can provide, these are really the last key things before first initial release of my Distinct Affinities mod.
1) Any advice on how to change the number of specialist slots a building has? I'm currently working with a rather ungainly LUA code that checks if a slot changing perk is present and switches to an appropriate building variant at the start of each turn, but I'm not sure ow well that plays into looking at building new buildings. (Relevant for allowing building quest options to increase the number of slots)
2) Does anyone know how to get the "FreeSpecialists" section of the XML to work? I can see that it got broken a while back, but it would be incredibly useful if someone had found a way to reimplement it.
3) Is it possible to have a perk decrease the unhealthiness caused by specialists? Would be useful for a building designed to make it less taxing health-wise to run a lot of specialists in a single city.
4) Is it possible to edit the PAU perk to not include a given type of specialist? I'm worried about how well they might synergy with a specialist type I added, and would like to make it so that they don't become overpowered as possible.
Thanks in advance for any help that you can provide, these are really the last key things before first initial release of my Distinct Affinities mod.