Sukritact's Events and Decisions

A modded civ: Caral or the famous Australia.
 
Prussia or the Vandals.
 
Here's a crash issue with Event named "Death of a Great Artist".

The issue is that code in CoreEvents.lua on line 635 has mashed together two methods: InitUnit and Pushmission:

Code:
pPlayer:InitUnit(GameInfoTypes["UNIT_ARTIST"], pPlayer:GetCapitalCity():GetX(), pPlayer:GetCapitalCity():GetY()):PushMission(GameInfoTypes["MISSION_CREATE_GREAT_WORK"])

This should be broken down into two steps, like:

Code:
local city = pPlayer:GetCapitalCity()
local unit = pPlayer:InitUnit(GameInfoTypes["UNIT_ARTIST"], city:GetX(), city:GetY(), UNITAI_ARTIST)
unit:PushMission(MissionTypes.MISSION_CREATE_GREAT_WORK, unit:GetX(), unit:GetY(), 0, 0, 1, MissionTypes.MISSION_CREATE_GREAT_WORK, unit:GetPlot(), unit)

I enjoy the current version, and thank you for it!

best, FA
 
Here's a crash issue with Event named "Death of a Great Artist".

The issue is that code in CoreEvents.lua on line 635 has mashed together two methods: InitUnit and Pushmission:

Code:
pPlayer:InitUnit(GameInfoTypes["UNIT_ARTIST"], pPlayer:GetCapitalCity():GetX(), pPlayer:GetCapitalCity():GetY()):PushMission(GameInfoTypes["MISSION_CREATE_GREAT_WORK"])

This should be broken down into two steps, like:

Code:
local city = pPlayer:GetCapitalCity()
local unit = pPlayer:InitUnit(GameInfoTypes["UNIT_ARTIST"], city:GetX(), city:GetY(), UNITAI_ARTIST)
unit:PushMission(MissionTypes.MISSION_CREATE_GREAT_WORK, unit:GetX(), unit:GetY(), 0, 0, 1, MissionTypes.MISSION_CREATE_GREAT_WORK, unit:GetPlot(), unit)

I enjoy the current version, and thank you for it!

best, FA
Thanks, will be included in the next version.
 
Hey Sukritact, I am just curious when you think the next version will be released? If it's soon, I can hold off my Mayan LP for then. If not, I'll just play my next game on standard speed. Thanks. :D

It'll probably be a while yet. You can get started.
 
new to Civ and saw this mod in the most recent Marbozir LP and thought it looked great so I wanted to try it out myself.

but I don't even know how to install it. where do I put the files?
 
There's a bug with the Babylon and Byzantine unique wonder decisions. I put a spy in the Byzantines capital for fun, because I was interested to see whether the AI used their decisions, and to my surprise, their walls were not granting faith, but food, which was supposed to be what my Ishtar gate granted. So I guess the Ishtar gate is applying to all walls?
 
Just a random idea to put out there as a side mod or part of this mod in itself;

New great person, Great Leader (Couldn't think of anything better)

Short term ability could be;
-Can enact one free decision at no cost whatsoever
or
-Can be used to hugely boost influence with another major civ (single player only)

Long term ability could be;
-Improvement (don't have a name yet), that gives only +2 culture and +2 gold by itself, but increases adjacent tile yields by one of each kind (ex. Plains farms give +2 food and +1 production, but being beside this improvement would boost it to +3 food and +2 production)
-
 
I was interested to see whether the AI used their decisions

While not directly on topic with your post, I can say that the AI does apparently use its decisions. I created a decision for my Oni Clans civ which gave them a unique resource, and when playing against them they've had it available for trade, so they must be using them.
 
new to Civ and saw this mod in the most recent Marbozir LP and thought it looked great so I wanted to try it out myself.

but I don't even know how to install it. where do I put the files?

Go to My Documents->My games folder->Sid Meier's Civilization 5 folder->MODS folder (like such: C:\Users\your user name\Documents\my games\Sid Meier's Civilization 5\MODS), and extract the folder there using 7zip (some mods extract when you go to the mod screen; IDK if E&D is supposed to do so, but civ is sometimes finicky anyway).
 
So I'm missing quite crucial part of this....How to instal?

Do I simply copy it into my steam/Civ5 folder or what?

Thanks for answer.

Edit: Just found the answer - didn't find possibility to delete this message.
 
Is lagging a common issue when using mods? I saw Marbozir playing the game with the Events and Decisions-, InfoAddict- and Enhanced User Interface-mod.

I currently am playing a game with the same mods. Only play on a tiny map with 3 opponents. I play it on a laptop that usally has no problem playing standard or even large sized maps (except from the very late era, where there's a lot of lagging).

However, now I am expierencing a major lag, where selecting a unit takes 20-30 seconds. I've never had such a problem in the classical era with few units, and espicially when only playing against 3 opponents. I also have started a game without mods with 21 opponents - no problem whatsoever.

Can anyone explain this?
 
Is lagging a common issue when using mods? I saw Marbozir playing the game with the Events and Decisions-, InfoAddict- and Enhanced User Interface-mod.

I currently am playing a game with the same mods. Only play on a tiny map with 3 opponents. I play it on a laptop that usally has no problem playing standard or even large sized maps (except from the very late era, where there's a lot of lagging).

However, now I am expierencing a major lag, where selecting a unit takes 20-30 seconds. I've never had such a problem in the classical era with few units, and espicially when only playing against 3 opponents. I also have started a game without mods with 21 opponents - no problem whatsoever.

Can anyone explain this?

I started having this same problem this morning, but I don't have E&D installed right now.
 
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