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1) In Vanilla[GS], if you "confirm" your policies, they cannot be changed again (without a cost) until the next Civic completion
2) With this mod installed, you can in fact set a policy (like "your first city state envoy counts as 2") use it, and then open the mods pop-out screen and change the policies again all within the same turn.
I'm not sure if this is by design but I thought I should mention that it does impact game play.
What is this JUICER of a mod??
sexy af
(1) The order is wrong. Military policies must be at the top, then economy below, then diplomacy, then wildcard at the bottom.
(2) The width of each policy is much too wide. Hard to read at one glance.
(3) I must click on a policy first to slide open the "pool" of policies. However, the pool should be visible immediately, also when the changing mechanism is locked.
(4) Diplomatic favor and city state influence is indicated in the original government interface but is missing here.
(5) When there are more policies available, the pool panel does not become wider but instead I must scroll! This is maybe the worst part about this mod. All the policies (of the current gov and in the pool) should be compact and fit on one screen - preferrably as much as at all possible.
(6) Small bug: When I have not changed any policies, I can still click on "confirm" and then the whole policy change mechanism is locked without having changed anything.
I use Final Freak's Alternate Policy Screen, not sure if that could be causing some conflict.
Is there any fix for this, do you think?
Thanks in advance.
The error reads:
---
Runtime Error: D:\Steam\steamapps\workshop\content\289070\1092955906\UI\Suk_PolicyManager.lua:633: attempt to index a nil value
stack traceback:
D:\Steam\steamapps\workshop\content\289070\1092955906\UI\Suk_PolicyManager.lua:633: in function 'RefreshGovernment'
[C]: in function 'func'
[C]: in function '(anonymous)'
---
Line 633 in the lua (I went to check) is the section for "RefreshGovernment":
---
m_LaunchBarButton.Suk_PolicyManagerButton:SetTexture("LaunchBar_Hook_Suk_PolicyManager.dds")
---
Is it related to my bug report?
But cards in civ games is nothing new though, actually the best civ boardgames have or are entirely based in cards, take Through the Ages for example...
I am trying to add a new policy type to the game. My policies show up in your mod with their own filter and the background icons for the policies load ok. However, the filter icon for my type is not showing.
I have named my dds file as "Governments_GT_Corporate" and my slot type in the database is "SLOT_GT_CORPORATE". Looking at the Initialize function of Suk_PolicyManager.lua I believe it should be finding my dds image.
local sTexture = titlecase(string.gsub(sType, "SLOT_", "GOVERNMENTS_"))
I expect that sTexture would be "Governments_GT_Corporate" at this point, due to the string.gsub and the titlecase function calls.
tInstance.Lower:SetTexture(sTexture)
tInstance.Upper:SetTexture(sTexture)
My image is part of the textures folder in ModBuddy and I have the file listed in the UserInterface.xlp. Is there something obvious I'm missing to include my image? Thanks.
@Daggerfall: Unsure, I've been using it okay though.
BTW, I think I'm subscribed the most if not all your mods! Thank you very much for all your great stuff!
PS: It´s the only mod i have enabled
Plus, the card screen highlights new policies.