Search found 27 matches
- Thu May 28, 2020 4:21 pm
- Forum: Rulesets and modpacks
- Topic: Local Requirement
- Replies: 3
- Views: 3868
Re: Local Requirement
What I'm trying to do with it is detect Cities, I assume with CityTile. Currently I'm using Adjacent, but I would like for it to work anywhere in the City's radius if possible. (I don't know if it is). Right now I'm using Extras (Base infra), as Owned_Extra isn't a thing in 2.6 yet. Another thing I'...
- Thu May 28, 2020 12:50 am
- Forum: Rulesets and modpacks
- Topic: Disasters and Events
- Replies: 5
- Views: 4997
Re: Disasters and Events
If I read this right, I can create a "Missionary" unit that can build some extras to emulate a "Religious spread" mechanic. I'll have to think a bit about how I want this to work. I'm trying to find how sabotage works, to learn if it's possible to destroy buildings. Is there a wa...
- Wed May 27, 2020 11:51 pm
- Forum: Rulesets and modpacks
- Topic: Local Requirement
- Replies: 3
- Views: 3868
Local Requirement
I can't find an answer for this, (I feel I may have asked it myself,) but what does the "Local" requirement setting actually mean?
- Sat Apr 25, 2020 6:08 pm
- Forum: Rulesets and modpacks
- Topic: Disasters and Events
- Replies: 5
- Views: 4997
Re: Disasters and Events
For that matter, is there any way to control the Actions that some units have? Like replacing the Sabatoge action?
- Sat Apr 25, 2020 8:47 am
- Forum: Rulesets and modpacks
- Topic: Disasters and Events
- Replies: 5
- Views: 4997
Disasters and Events
Two things I want to do. Is there a basic guideline for defining disasters (or beneficial events) in LUA? Civ 4 has alot of these, and it reminds me of a tabletop RPG when they happen for some reason, so I really enjoy including them. Second, Can I use LUA to check if a city matches certain requirem...
- Sun Sep 01, 2019 4:07 am
- Forum: Wishlist
- Topic: Rounded Widgets
- Replies: 1
- Views: 2551
Rounded Widgets
I would love to see rounded corners on the boxes on the tech tree, and I'm not sure that this the only place that that would be beneficial either across the client. Would this be addable, or is there a quick and hacky way to do it in the meantime?
- Wed Mar 20, 2019 10:57 pm
- Forum: Rulesets and modpacks
- Topic: TradeRoute Effect Requirement
- Replies: 5
- Views: 6245
Re: TradeRoute Effect Requirement
Alright. With that verified I have a workaround I need. I need a destructible building that has a large scale effect. With current structure, Player wide effects can only be bound to buildings of class SmallWonder. But you can't demolish buildings of this class, so I need an alternative. I was think...
- Sun Mar 17, 2019 6:52 pm
- Forum: Rulesets and modpacks
- Topic: TradeRoute Effect Requirement
- Replies: 5
- Views: 6245
Re: TradeRoute Effect Requirement
So, just to confirm I understood correctly, if you have three cities, and the trade route goes from the first to the second, and then another from the second to the third, with no direct route between the first and third, it will NOT count as a traderoute connection between 1 and 3?
- Sat Mar 16, 2019 8:29 pm
- Forum: Rulesets and modpacks
- Topic: TradeRoute Effect Requirement
- Replies: 5
- Views: 6245
TradeRoute Effect Requirement
On the Traderoute Qualification, do the effects check all cities connected on a trade network? Or only on the intimidate other end of trade routes connected to the checking city?
- Sat Dec 29, 2018 5:49 am
- Forum: Rulesets and modpacks
- Topic: Ruleset Scripting
- Replies: 12
- Views: 10642
Re: Ruleset Scripting
So. One thing I was thinking of was using certain Trait combinations to help the AI decide which bonus would go for. If I just made them an effect of the traits, could I manufacture a way that a player can control his own, and therefore decide which of the bonuses they want?