Sukritact's Events and Decisions

For events or decisions that provide free units (e.g Japan), I suggest also providing free strategic resources to support those units.

Spoiler :
IcSCX5E.jpg


Is this what you mean by an event that provides free units? Because this did absolutely nothing for me. No gold was deducted and no units were given.

Does anyone know what kind of infantry units are given? I have IGE open for the purpose of correcting things such as these :) I'm going to guess the latest researched foot solder...Longswordsmen in my case.
 
Spoiler :
IcSCX5E.jpg


Is this what you mean by an event that provides free units? Because this did absolutely nothing for me. No gold was deducted and no units were given.

Does anyone know what kind of infantry units are given? I have IGE open for the purpose of correcting things such as these :) I'm going to guess the latest researched foot solder...Longswordsmen in my case.
Could I ask what mods you're using? I've encountered this issue when playing with other mods; and your list might help me narrow it down.
 
Could I ask what mods you're using? I've encountered this issue when playing with other mods; and your list might help me narrow it down.

I'm using the CPP bundle. Nothing else, though.

Edit: Actually I also use whoward's "local generals" and have IGE active occasionally.
 
Thurn and Taxis from E&D (Germany) is bugged. You can click it indefinitely and lose Gold and Magistrates for every time you do, causing stuff like negative magistrates to happen. Still, it gets activated after the first click, but this is only shown in the next round. (Where can I edit the number of magistrates in the savegame btw?)
 
I'm seeing an error in the firetuner when any event that uses this function is triggered:

Code:
-------------------------------------------------------------------------------------------------------------------------
-- GetStrongestMilitaryUnit
-------------------------------------------------------------------------------------------------------------------------
function GetStrongestMilitaryUnit(pPlayer, bIgnoreResources, ...)
	local tUnit = {["ID"] = GameInfoTypes.UNIT_WARRIOR, ["Combat"] = 0}
	for iKey, sCombatType in pairs(arg) do
		for row in GameInfo.Units("CombatClass = \'" .. sCombatType .. "\'") do
			if pPlayer:CanTrain(row.ID, bIgnoreResources) and row.Combat > tUnit.Combat then
				tUnit = row
			end
		end
	end
	return tUnit.ID
end

The error is:

Code:
Runtime Error: [string "~\My Games\Sid Meier's ..."]:131: bad argument #1 to 'pairs' (table expected, got nil)

Also, I fixed the initnamedunit function for you. You can now use text keys in it to spawn a specific named unit.
G
 
I'm seeing an error in the firetuner when any event that uses this function is triggered:

Code:
-------------------------------------------------------------------------------------------------------------------------
-- GetStrongestMilitaryUnit
-------------------------------------------------------------------------------------------------------------------------
function GetStrongestMilitaryUnit(pPlayer, bIgnoreResources, ...)
	local tUnit = {["ID"] = GameInfoTypes.UNIT_WARRIOR, ["Combat"] = 0}
	for iKey, sCombatType in pairs(arg) do
		for row in GameInfo.Units("CombatClass = \'" .. sCombatType .. "\'") do
			if pPlayer:CanTrain(row.ID, bIgnoreResources) and row.Combat > tUnit.Combat then
				tUnit = row
			end
		end
	end
	return tUnit.ID
end

The error is:

Code:
Runtime Error: [string "~\My Games\Sid Meier's ..."]:131: bad argument #1 to 'pairs' (table expected, got nil)

Also, I fixed the initnamedunit function for you. You can now use text keys in it to spawn a specific named unit.
G
I'm guessing either the CP or IGE is interfering with it somehow; since I don't get any such errors with only this mod; though I have encountered it before.

And thanks for that; the Dutch should finally be able to get Rembrandt from their event (WIP).

Maybe unpack{...} will solve this? Though I don't get this lua error under that function. It's odd that the args aren't passed in some cases....
I'll try that out. Hopefully I can get an update out sometime this week.
 
I think there are a few events that woud benefit from getting specific Great People. Like the Colombus decision in Spain.

I won't be using it in the base mod: that would mean that the mod would henceforth rely on the CP, which I don't want.

However, expect it to be used extensively in the Civ Specific events pack.
 
Has there been any updates too the mod? The version I'm downloading from the main page looks like it hasn't been updated since December
 
No, I think not :).
 
I have a problem with unique civ decisions. They don't work and they're not even showed in the "enact decisions" table. Except playing as the Venice. Other civ's special decisions... aren't there.

Could you tell what's the problem?
 
I have a problem with unique civ decisions. They don't work and they're not even showed in the "enact decisions" table. Except playing as the Venice. Other civ's special decisions... aren't there.

Could you tell what's the problem?

Do you have a list of your mods and can you attach your logs?
 
Just got a CTD when deciding what to do with the Apocrypha (great decision btw). Logs and dump file attached, I was using the Community Patch bundle (no IGE or other mods).
 

Attachments

CTD when selecting a free great work of art from one of the random events. Files attached. Please let me know if you'd like me to report these differently, or just not report them. Don't want to clog up the thread :)

Oh yes, still using CPP bundle with no additional mods.
 

Attachments

Is there any chance of getting multiplayer support with this mod?

I can't use it wth the multiplayer mods workaround because the specific events popup appears for every player, regardless of who its for or not, and it crashes the game. Would the entire thing need to be rebuilt from stratch or is there some kinda fix for this?
 
Is there any chance of getting multiplayer support with this mod?

I can't use it wth the multiplayer mods workaround because the specific events popup appears for every player, regardless of who its for or not, and it crashes the game. Would the entire thing need to be rebuilt from stratch or is there some kinda fix for this?

It's unlikely there is anything he can do. The specific family of lua hooks used by the mod do not play nicely in multiplayer. I guess there might theoretically be a workaround, but I wouldn't expect it unless someone comes up with an amazing breakthrough.
 
I have a problem with unique civ decisions. They don't work and they're not even showed in the "enact decisions" table. Except playing as the Venice. Other civ's special decisions... aren't there.

Could you tell what's the problem?

having the same problem here please help.events and decisions is the only mod.
 
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