How to define a non-base buildable extra?
How to define a non-base buildable extra?
I created a Resort extra (more trade to hills and mountains). However, the only way to build it is through "Base" mechanic: menu Combat -> Build Base etc. Is there any way to put it into the same category as irrigation and mine, possibly give it a shortcut?
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Re: How to define a non-base buildable extra?
That's controlled by the "cause" field of the extra.
Re: How to define a non-base buildable extra?
So what should I put as "cause"?
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Re: How to define a non-base buildable extra?
Code: Select all
; causes = events that can create extra type.
; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
; "Appear", "Resource", "Base", or "Road"
; (the last three require a corresponding
; [resource_*] / [base_*] / [road_*] section)
Though thinking about it, you likely find the Base mechanism better after all. At least that gives you two distinct keys (shift+F & shift+E) to share between the base types, whereas irrigation and mine have just one key each (i & m).
Re: How to define a non-base buildable extra?
No, I want to add it as a new type. If I want to build a Resort on a hill, "Irrigation" irrigates and "mine" mines. I need a new one.
Same for bases. I assume one is for fort and the other for airbase? Again, I need a new one, not overwrite the existing one.
Same for bases. I assume one is for fort and the other for airbase? Again, I need a new one, not overwrite the existing one.
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Re: How to define a non-base buildable extra?
Likely, you should in [base_resort] write gui_type = "Other", that detatches your base from standard keys and menu items labels for which defined in [extraui] section. I don't know well but likely building it will be possible with activate unit, hit D, click the unit's tile.
Re: How to define a non-base buildable extra?
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