Increases construction speed of shared buildings.īases and repairs air units. Resources output is increased by +20% per level. Affects the organization recovery rate of land units. Increases the movement speed of land units. Airbases will appear, but do not become usable, unless the player also controls the province containing the airbase. Control of state resources or buildings requires controlling provinces worth at least 50% of the VP of that state, even if that does not include the province where the building icon is located. These buildings are built on a state level. 4.3 Efficiency of additional Civilian Factories.If pPlotNearCity and (pPlotNearCity:GetOwner() = iCityOwner) and (pCity = Cities. Local pPlotNearCity = Map.GetPlotXYWithRangeCheck(iCityX, iCityY, dx, dy, iCityRadius) Local iCityX, iCityY = pCity:GetX(), pCity:GetY()įor dx = (iCityRadius * -1), iCityRadius doįor dy = (iCityRadius * -1), iCityRadius do GlobalParameters.CITY_MAX_BUY_PLOT_RANGE is not used because the game ignores the setting as per civ5 GRAB TABLE OF ALL PLOTS OWNED AND WORKABLE BY A SPECIFIED CITY Gedemon's spreadsheet hasn't been updated in quite a while for the arguments that various game hooks pass to subscribed listener events. GameEvents.Cit圜onquered.Add(OnCit圜onquered)See the notes for the city conquered event. Print("GameEvents.Cit圜onquered fired for function OnCit圜onquered") Ğvents.CityProductionCompleted (you seem to get two firings of this event as part of a city-capture) Ğvents.CityPopulationChanged (you seem to get two firings of this event as part of a city-capture) Ğvents.CityTileOwnershipChanged (fires in succession for each tile whose ownership was altered) Firing Order: (all functions subscribed to these events fire in this order as part of a city conquest) Cit圜onquered fires before CityRemovedFromMap, CityAddedToMap, and CityInitialized iNewCityID will NOT as a general rule match to the ID # used for the same city for the previous owner (ie, iDefeatedPlayer) iNewCityID gives the ID # the city is using for the new owner (ie, iVictoriousPlayer) OnCit圜onquered(iVictoriousPlayer, iDefeatedPlayer, iNewCityID, iCityPlotX, iCityPlotY) Print(": dump completed for this firing of the event") Print(": Dumping Event Hook Argument Data") One more question: Is modding this damn game worth losing the majority of my sleep hours?įunction GetArgumentDatas(sOrigin, tTable) Needs more testing, but initially it is working. So I can then use:įor each of these events, I call my functions to change owner of the forts back to the original owner if the forts are outside of city range Store the improvement(fort) in the conquered forts table for each of these events while cit圜onquered = true Īpparently when a city is conquered it removes all improvements and replaces them with new ones. Store the cities original owner through the eOwner parameter here The call order was spaced out in a way where I can catch all of the captured forts as such: In order to do that, I had to funnel my code through 4 events: Cit圜onquered, ImprovementRemovedFromMap, CityInitialized, and ImprovementAddedToMap. In addition to that, I had to keep another table of forts that were captured. I had to keep a local table of all forts in the game.
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