I got a bunch questions here that I hope that can be answered:
1.) It is possible to have a this for a Unique Ability:
"Cities that has more than 2 trading units that are trading to another city that's not yours generates Great Merchants 25% faster."
2.) Is it possible to have a worker unit to get Gold after they improve a Luxury Resource? I know that Tomatekh's Harappa Civ does that, but I'm having a tough time splitting up the code, since the UU there also can trade Luxury Resources.
3.) I've been putting E&D support to one of my mods, and I kinda got it to working, expect that the second decision isn't showing up. Here's the code:
Here's the SQL file too:
Also, i'm not sure that the POLICY_DECISIONS_KRUSTYKRABTALENTSHOW is working- There's doesn't seem to be increase of Gold when it's active.
4.) And finally, is it possible to have a decision where there's a temporary boost in Production for a few turns (Maybe around 20 to 30)?
That's alotta questions to answer, so take your time.
1.) It is possible to have a this for a Unique Ability:
"Cities that has more than 2 trading units that are trading to another city that's not yours generates Great Merchants 25% faster."
2.) Is it possible to have a worker unit to get Gold after they improve a Luxury Resource? I know that Tomatekh's Harappa Civ does that, but I'm having a tough time splitting up the code, since the UU there also can trade Luxury Resources.
3.) I've been putting E&D support to one of my mods, and I kinda got it to working, expect that the second decision isn't showing up. Here's the code:
Code:
--------------------------------------------------------------------------------------------------------------------------
-- Expand the Krusty Krab Talent Show
--------------------------------------------------------------------------------------------------------------------------
local Decisions_KrustyKrabTalentShow = {}
Decisions_KrustyKrabTalentShow.Name = "TXT_KEY_DECISIONS_KRUSTYKRABTALENTSHOW"
Decisions_KrustyKrabTalentShow.Desc = "TXT_KEY_DECISIONS_KRUSTYKRABTALENTSHOW_DESC"
HookDecisionCivilizationIcon(Decisions_KrustyKrabTalentShow, "CIVILIZATION_KRUSTY_KRAB")
Decisions_KrustyKrabTalentShow.CanFunc = (
function(pPlayer)
if pPlayer:GetCivilizationType() ~= GameInfoTypes.CIVILIZATION_KRUSTY_KRAB then return false, false end
if load(pPlayer, "Decisions_KrustyKrabTalentShow") == true then
Decisions_KrustyKrabTalentShow.Desc = Locale.ConvertTextKey("TXT_KEY_DECISIONS_KRUSTYKRABTALENTSHOW_ENACTED_DESC")
return false, false, true
end
local iCost = math.ceil(500 * iMod)
Decisions_KrustyKrabTalentShow.Desc = Locale.ConvertTextKey("TXT_KEY_DECISIONS_KRUSTYKRABTALENTSHOW_DESC", iCost)
if (pPlayer:GetNumResourceAvailable(iMagistrate, false) < 2) then return true, false end
if (Teams[pPlayer:GetTeam()]:IsHasTech(GameInfoTypes.TECH_ACOUSTICS)) and (pPlayer:GetGold() >= iCost) then
return true, true
else
return true, false
end
end
)
Decisions_KrustyKrabTalentShow.DoFunc = (
function(pPlayer)
local iCost = math.ceil(500 * iMod)
pPlayer:ChangeGold(-iCost)
pPlayer:ChangeNumResourceTotal(iMagistrate, -2)
pPlayer:SetNumFreePolicies(1)
pPlayer:SetNumFreePolicies(0)
pPlayer:SetHasPolicy(GameInfoTypes.POLICY_DECISIONS_KRUSTYKRABTALENTSHOW, true)
save(pPlayer, "Decisions_KrustyKrabTalentShow", true)
end
)
Decisions_AddCivilisationSpecific(GameInfoTypes.CIVILIZATION_KRUSTY_KRAB, "Decisions_KrustyKrabTalentShow", Decisions_KrustyKrabTalentShow)
--------------------------------------------------------------------------------------------------------------------------
-- Turn the Krusty Krab into a Hotel
--------------------------------------------------------------------------------------------------------------------------
local eraModernlID = GameInfoTypes["ERA_MODERN"]
local policyKrustyTowers = GameInfoTypes["POLICY_DECISIONS_KRUSTYKRABKRUSTYTOWERS"]
local Decisions_KrustyKrabKrustyTowers = {}
Decisions_KrustyKrabKrustyTowers.Name = "TXT_KEY_DECISIONS_KRUSTYKRABKRUSTYTOWERS"
Decisions_KrustyKrabKrustyTowers.Desc = "TXT_KEY_DECISIONS_KRUSTYKRABKRUSTYTOWERS_DESC"
HookDecisionCivilizationIcon(Decisions_KrustyKrabKrustyTowers, "CIVILIZATION_KRUSTY_KRAB")
Decisions_KrustyKrabKrustyTowers.CanFunc = (
function(pPlayer)
if pPlayer:GetCivilizationType() ~= civilizationID then return false, false end
if load(player, "Decisions_KrustyKrabKrustyTowers") == true then
Decisions_KrustyKrabKrustyTowers.Desc = Locale.ConvertTextKey("TXT_KEY_DECISIONS_KRUSTYKRABKRUSTYTOWERS_ENACTED_DESC")
return false, false, true
end
local playerID = player:GetID()
local goldCost = mathCeil(650*iMod)
Decisions_KrustyKrabKrustyTowers.Desc = Locale.ConvertTextKey("TXT_KEY_DECISIONS_KRUSTYKRABKRUSTYTOWERS_DESC", goldCost)
if pPlayer:GetCurrentEra() < eraModernlID then return true, false end
if pPlayer:GetNumResourceAvailable(iMagistrate, false) < 2 then return true, false end
if pPlayer:GetGold() < goldCost then return true, false end
return true, true
end
)
Decisions_KrustyKrabKrustyTowers.DoFunc = (
function(pplayer)
local goldCost = math.ceil(650*iMod)
pPlayer:ChangeNumResourceTotal(iMagistrate, -2)
pPlayer:ChangeGold(-goldCost)
pPlayer:SetNumFreePolicies(1)
pPlayer:SetNumFreePolicies(0)
pPlayer:SetHasPolicy(policyKrustyTowers, true)
save(pPlayer, "Decisions_KrustyKrabKrustyTowers", true)
end
)
Decisions_AddCivilisationSpecific(GameInfoTypes.CIVILIZATION_KRUSTY_KRAB, "Decisions_KrustyKrabKrustyTowers", Decisions_KrustyKrabKrustyTowers)
Here's the SQL file too:
Code:
--==========================================================================================================================
-- Policies
--==========================================================================================================================
INSERT INTO Policies
(Type, Description)
VALUES ('POLICY_DECISIONS_KRUSTYKRABTALENTSHOW', 'TXT_KEY_DECISIONS_KRUSTYKRABTALENTSHOW'),
('POLICY_DECISIONS_KRUSTYKRABKRUSTYTOWERS', 'TXT_KEY_DECISIONS_KRUSTYKRABKRUSTYTOWERS');
--==========================================================================================================================
-- Policy_BuildingClassYieldModifiers
--==========================================================================================================================
INSERT INTO Policy_BuildingClassYieldModifiers
(PolicyType, BuildingClassType, YieldType, YieldMod)
VALUES ('POLICY_DECISIONS_KRUSTYKRABTALENTSHOW', 'BUILDING_OPERA_HOUSE', 'YIELD_GOLD', 20);
--==========================================================================================================================
-- Policy_BuildingClassTourismModifiers
--==========================================================================================================================
INSERT INTO Policy_BuildingClassTourismModifiers
(PolicyType, BuildingClassType, TourismModifier)
VALUES ('POLICY_DECISIONS_KRUSTYKRABKRUSTYTOWERS', 'BUILDING_KRUSTY_KRAB', 10);
Also, i'm not sure that the POLICY_DECISIONS_KRUSTYKRABTALENTSHOW is working- There's doesn't seem to be increase of Gold when it's active.
4.) And finally, is it possible to have a decision where there's a temporary boost in Production for a few turns (Maybe around 20 to 30)?
That's alotta questions to answer, so take your time.