Skaz881
History Major
*Reading back over the previous posts* so the Hittites are getting an update too? In that case I shall wait to try them (trying many different civs lately to see which ones I like the best)
*Reading back over the previous posts* so the Hittites are getting an update too? In that case I shall wait to try them (trying many different civs lately to see which ones I like the best)
City is blockaded when LUA says so.
I can't get why you use randomly City iterations several times.
Anyway, if blockade staff is not working, it may be because of local variable.
While checking if player has trade route to another player you have to check every route (current code would not work in various situations). Something like this:
if Players[v.City Owner] == mPlayer then
return
I can help with diploscreen, it will be just good... not fantastic.
When I've played as and against the Tupi and Benin, I've noticed that the Maloca/Iya is covered in flashy red and white squares (and in the case of the Iya pixilate when the screen moves). I know from the Tupi screenshots that this isn't how they're are supposed to look and am wondering if this is a problem on my end?
I have this thing when setting mod resources/improvements in world builder :d
Didn't experience that either, so no idea. Anyway, since the Inmortal Well's name has changed, so has the model hehe.
Spoiler :
I haven't experienced this, so I can't directly comment. You'd have to ask Leugi as he's the one that's made every unique improvement graphic used in civ mods.
-A lot of the yield changes which aren't constant per turn are now moved to notification messages instead of the top panel. (I'm afraid these will get annoying real quick, though).
Events.GameplayAlertMessage(alertmessage)
Why don't you try using event messages instead. They're the little messages that go along the top of the screen, like when you found a city, or yield an effect from an ancient ruin. You'd use:Code:Events.GameplayAlertMessage(alertmessage)