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Gokudo, the problem you are seeing is a mistake on my part. I copied InfoTooltipInclude.lua from another of my mods when I was putting together this snippet. Those missing strings are stuff my other mod uses that the snippet does not need. The Rising Tide version does not have that mistake. You can fix the issue by deleting three lines from InfoTooltipInclude.lua (search for "nh_" to find them, they are all next to each other. I'll see about updating this version of the snippet to fix that shortly.
I've completed regression testing and have found some areas where I will need to change the code for Rising Tide. I'm probably going to mark this workshop entry as the base game version and put up another entry that will be for Rising Tide. I'll have some time to work on it this weekend so hopefully it will be done before Monday.
This could be nothing, but there may be a crash issue in some use of the code.
When I have tried to use such mods, the game has frozen while trying to fully load the screen, and the mods seem functional otherwise and should have nothing to do with trait or leader perks.
I have an idea that may make it possible but it would require some investigation on my part to confirm. If it did work, it would also take a bit of effort (perhaps a weekend) to implement and test.
What I want, is actually simple. You allowed us to use perkplayer into virtue. I just want to be able to use the virtues ( policies ) into the perkplayer.
An example, I can't give +1 production to my specialist from the playerperk table. so i want to be able to take it from the virtue table which already allows it ( with "Hands never idle")
To be SUPER SIMPLE : you are doing Playerperk -> Virtue, I want Virtue -> Playerperk.
I don't ask you to do it, I just want few advices
To make use of this snippet you don't have to worry about include or import commands. Just download the mod. It will contain some files you'll need to copy (unchanged) into your own mod. You need to get all the lua and xml files in the "Policies grant buildings" directory and the "Policies grant PlayerPerks" directory.
In Modbuddy have the XML files update the database (via the Action tab) and set the LUA file as an "InGameUIAddin" (via the Content tab).
Lastly, InfoTooltipInclude.lua will need to be added via "InGameUIAddin" and have VFS set to true. It will replace the existing InfoTooltipInclude.lua. Without it the help text will not get added to the Virtue tooltip (but buildings and perks will still be granted).
Does this answer your question?
They seem to be there in the debug folder in building classes and the policy building classes, so I don't know why they are not showing up in the capital.
They are using the free building code designed to make them appear in all cities.
Sorry for having that amateur mistake while asking for help, though - I should have caught that.
I'll send the mod in the meantime.
If you can send me the mod I'll see if I can take a look tomorrow evening. A dropbox link or via the CivFanatics forums are likely the two easiest ways.
<Help>TXT_KEY_MODERATE_ONE_EXAMPLE</Help>
</Row>
</Policy_PGB_FreeBuildingClassCapital>
<Language_en_US>
<Row Tag="TXT_KEY_MODERATE_ONE_EXAMPLE">
<Text>+2 Energy from Trader Specialists.</Text>
</Row>
</Language_en_US>
<Building_SpecialistYieldChanges>
<Row>
<BuildingType>BUILDING_MODERATE_ONE</BuildingType>
<SpecialistType>SPECIALIST_TRADER</SpecialistType>
<YieldType>YIELD_ENERGY</YieldType>
<Yield>2</Yield>
</Row>
</Building_SpecialistYieldChanges>
I can send mod files or logs if that would help at all.
<BuildingClasses>
<Row>
<Type>BUILDINGCLASS_MODERATE_ONE</Type>
<DefaultBuilding>BUILDING_MODERATE_ONE</DefaultBuilding>
<Description>TXT_KEY_POLICY_MODERATE_KICKER_1</Description>
</Row>
</BuildingClasses>
<Buildings>
<Row>
<Type>BUILDING_MODERATE_ONE</Type>
<BuildingClass>BUILDINGCLASS_MODERATE_ONE</BuildingClass>
<Cost>-1</Cost>
<ConquestProbability>0</ConquestProbability>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<PortraitIndex>14</PortraitIndex>
<Description>TXT_KEY_POLICY_MODERATE_KICKER_1</Description>
<Help>TXT_KEY_POLICY_MODERATE_KICKER_1</Help>
</Row>
</Buildings>
<Policy_PGB_FreeBuildingClassCapital>
<Row>
<PolicyType>POLICY_MODERATE_KICKER_1</PolicyType>
Using the mod attempt without any others and the lua copied into folders with, it shows these erros in the lua log.
I can try to recopy the lua to double check, if you think that is the issue.
Runtime Error: Assets\UI\InGame\InGame.lua:1554: attempt to index a nil value
stack traceback:
Assets\UI\InGame\InGame.lua:1554: in function '(main chunk)'
[C]: in function '(anonymous)'
Runtime Error: Error loading Assets\UI\InGame\InGame.lua.
stack traceback:
[C]: in function '(anonymous)'
AdvisorInfoPopup: Closing Advisor Info
WorldView: ERROR: Unable to Show/Hide InGame control from WorldView. Control Path: /Ingame/NotificationLogPopup hiding: true
WorldView: ERROR: Unable to Show/Hide InGame control from WorldView. Control Path: /Ingame/NotificationLogPopup hiding: false
PlayerPerks that use VirtueTierSynergyRequirementDiscount (ei: the Bytegeist wonder) can cause minor problems (the building won't be given until the player adopts another virtue).
Or my code is wrong, which is also a possibility.
If it isn't that latter, would you mind updating the mod to include that?
Currently, the best introduction to Beyond Earth modding for people without any experience is on Fraxis's twitch channel. http://www.twitch.tv/firaxisgames/c/5490091