Search found 3 matches
- Sat Mar 30, 2019 11:03 pm
- Forum: Rulesets and modpacks
- Topic: Question: Lua Script Effects Module
- Replies: 6
- Views: 5885
Re: Question: Lua Script Effects Module
That's a pity as it would help with modding and creating scenarios with story, which I think Civ 2 was quite good at. With regards to AI, I fail to see the relevance as event effects can be made to apply only to human for roleplay, and at any rate, if one is unhappy with its effects on AI, one can s...
- Sat Mar 30, 2019 3:33 pm
- Forum: Rulesets and modpacks
- Topic: Question: Lua Script Effects Module
- Replies: 6
- Views: 5885
Re: Question: Lua Script Effects Module
The function arguments are enumerated from 2, AFAIK. This would be odd, since the error message changes when I change effects.world_bonus(Reveal_Map, 'string') to effects.world_bonus(Reveal_Map, 5). Now the error is "argument #2 is 'number'; '(null)' expected." Using your suggestion and m...
- Fri Mar 29, 2019 10:57 pm
- Forum: Rulesets and modpacks
- Topic: Question: Lua Script Effects Module
- Replies: 6
- Views: 5885
Question: Lua Script Effects Module
Hi, I'm trying to make various effects run via lua script for the purpose of roleplay. However, I keep running into the same problems with regards to changing effects via lua script. If I try effects.world_bonus(effect_type_name), where effect is example Reveal_Map, it produces error: bad argument #...