Sukritact's Events and Decisions

Hm. Had 2 events where culture had to be paid (which I picked) and in both cases I got a CTD... After the first reload another event occurred, so I can't reproduce what happened exactly. Haven't tried reloading again yet.
 
There's some awful, ignorant, and awfully ignorant stuff on there.
 
I mostly check for comments mentioning bugs on Steam. Just had another one, triggered by the buy/reject mercenaries event (I tried to buy, causing an instant CTD). Looks like I'll have to remove this mod, which is a pity. Cheers.
 
Here's an example of finding a random civ:

Code:
local activeCivs = {} [COLOR="Red"]-- define a local table where all active players are going to be stored[/COLOR]
local count = 1 [COLOR="Red"]-- counter for the spot that the active player is going to take in the table[/COLOR]
for playerID = 0, GameDefines.MAX_MAJOR_CIVS - 1 do [COLOR="Red"]-- loop over all major civs[/COLOR]
	local otherPlayer = Players[playerID] [COLOR="Red"]-- define the player object for the major civ in the loop[/COLOR]
	if not (otherPlayer:IsHuman()) and Teams[otherPlayer :GetTeam()]:IsHasMet(player:GetTeam()) then [COLOR="Red"]-- make sure the other player isn't the human player (AI's don't need this flavour, and if you're getting the event, we don't want to be talking about ourselves.) And make sure the player receiving the event knows the civ. Though you can use as conditions you see fit.[/COLOR]
		activeCivs[count] = otherPlayer [COLOR="Red"]-- add them to the table[/COLOR]
		count = count + 1 [COLOR="Red"]-- tell the counter to make room for the next player in the loop[/COLOR]
	end
end
			
randomCiv = randomCivs[GetRandom(1, #randomCivs)]	[COLOR="Red"]-- choose a random civ from the table we just filled out, between 1 and the number of civs in that table[/COLOR]
if randomCiv == nil then return false end [COLOR="Red"]-- if for some reason you return nil, stop here, but otherwise, we've chosen a random civ[/COLOR]

Hopefully this helped.

I'm using this code just as you had typed it here, and I'm getting this error:

[1009638.158] Syntax Error: C:\Users\Michael\Documents\My Games\Sid Meier's Civilization 5\MODS\Yugoslavia\Lua\YugoslaviaEvents.lua:13: '(' expected near 'local'

It's the line where the table is first defined. Would you know how I could fix this error?

By the way, I am still extremely thankful for all the help you and Sukritact have given me. I finally got some decisions to show up in-game, now I just gotta crack these event errors.
 
I'm using this code just as you had typed it here, and I'm getting this error:



It's the line where the table is first defined. Would you know how I could fix this error?

By the way, I am still extremely thankful for all the help you and Sukritact have given me. I finally got some decisions to show up in-game, now I just gotta crack these event errors.

PM me the whole code if you like. It's difficult to tell from this.

That laugh of yours got me confused.....

I lol because I love the kinds of things I see left in the comments on Steam :p
 
PM me the whole code if you like. It's difficult to tell from this.



I lol because I love the kinds of things I see left in the comments on Steam :p

Hmmmm.... okay then....
 
Two questions.

Is this one of the mods which is going to conflict with ones which change certain aspects of the game? In this I mean mostly the Policy Tree like Reform & Rule.

Secondly, I take it that a lot of the screen shots in many of the new civs from JFD are civ specific events which only show up if you're using this mod?

BTW, I am super excited to try this. Europa Universalis is one of my favorite games and I always wished Civ (at least in the later eras) was more like EU given that once you get into the more modern eras, the whole 'build buildings in cities' would seem to give way to building more important pieces of infrastructure for regions.
 
This mod shouldn't conflict with any mods that change certain aspects of the game, as the new systems are completely independent of existing ones (so will be fine with R&R).

28 of my civs feature civ-specific events (and 29 civ-specific decisions) which, yes, only appear if you're using this mod.
 
Question: lets say i made mod that have only one decision. Will it work?
And also: i saw some religion - specific decisions while using this mod and CulDiv. Which mod adds them?
 
Question: lets say i made mod that have only one decision. Will it work?
And also: i saw some religion - specific decisions while using this mod and CulDiv. Which mod adds them?
Assuming you've coded it properly, yes.

Heck my civ specific events will be released as a modmod (it relies on Whoward's DLL, so I can't integrate it directly), it's very possible to make mods that add only events or decisions.

Religion specific decisions come with the mod. Though more are added via P&P.
 
Thankyou very much for providing a NOn Steam version of this.

By the way, am I ok to run this mid game?
 
True that, I completely agree (with post and with the signature).
 
Two things:
1. I don't understand what exactly you mean by "religious unity".lets say there are 10 citizens in my single city. Now, 5 of them follow my main religion. The other 5 follow my pantheon. If 5 citizens would follow my main religion, 2 would follow religion X and 3 would follow religion Y, will the religious unity percentage be the same?
2. I think players should get more magistres.

Its a great mod!
 
Two things:
1. I don't understand what exactly you mean by "religious unity".lets say there are 10 citizens in my single city. Now, 5 of them follow my main religion. The other 5 follow my pantheon. If 5 citizens would follow my main religion, 2 would follow religion X and 3 would follow religion Y, will the religious unity percentage be the same?
2. I think players should get more magistres.

Its a great mod!

1) Basically number of citizens following your religion/total population.
2) Been there, done that, people felt it removed the feeling of making meaningful decisions, so I've reverted it back to the former amount.
 
1) Basically number of citizens following your religion/total population.
2) Been there, done that, people felt it removed the feeling of making meaningful decisions, so I've reverted it back to the former amount.

Well, i didnt mean that players should get extra magisters "just because". I meant that if player founds a reigion, he should get extra magisters, and also one at the start f the industrial era\ the start of the game (I think that those two periods is where you feel the need in magisters the most).
also, something that annoys me: I know its up to you, but... why in the comet events, you got multiple choices, leading to the same outcome?
 
Well, i didnt mean that players should get extra magisters "just because". I meant that if player founds a reigion, he should get extra magisters, and also one at the start f the industrial era\ the start of the game (I think that those two periods is where you feel the need in magisters the most).
also, something that annoys me: I know its up to you, but... why in the comet events, you got multiple choices, leading to the same outcome?
because EUROPA UNIVERSALIS!

yYgquyi.png


FYI, all options give -1 Stability. They even had a thread about it on Reddit. Top comment:

Lose 1 stability, -1 stability, or lose one stability?
 
Back
Top Bottom