Though you could always stick a custom_tooltip in there if you want it condensed.Yes, it's the former.
Though you could always stick a custom_tooltip in there if you want it condensed.Yes, it's the former.
Exactly as I had hoped thenThough you could always stick a custom_tooltip in there if you want it condensed.
NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0
This is a great! Any chance of this being ported to EUIV when you back working on that game?Update:
- Added folder structure for defines
This one will work a little different than other folders though because of it being in lua. The game will still keep its define.lua file under common and it will always be read first. But there is now a folder called defines in which users can add any number of lua-files which overwrites only those values specified.
So for instance you can add a file called GarsDefines.lua that only changes the value of DEMESNE_BASE_MAX_SIZE. The syntax for overwriting a define will look like this:
Code:NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0
So in short, every mod can have their own unique defines file containing only those defines it alters.
This is a great! Any chance of this being ported to EUIV when you back working on that game?
I've restored the "implemented in upcoming patch" section on the wiki page, and moved the folder exports to there.Update:
- Added folder structure for defines
This one will work a little different than other folders though because of it being in lua. The game will still keep its define.lua file under common and it will always be read first. But there is now a folder called defines in which users can add any number of lua-files which overwrites only those values specified.
So for instance you can add a file called GarsDefines.lua that only changes the value of DEMESNE_BASE_MAX_SIZE. The syntax for overwriting a define will look like this:
Code:NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0
So in short, every mod can have their own unique defines file containing only those defines it alters.
Update:
- Added folder structure for defines
This one will work a little different than other folders though because of it being in lua. The game will still keep its define.lua file under common and it will always be read first. But there is now a folder called defines in which users can add any number of lua-files which overwrites only those values specified.
So for instance you can add a file called GarsDefines.lua that only changes the value of DEMESNE_BASE_MAX_SIZE. The syntax for overwriting a define will look like this:
Code:NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0
So in short, every mod can have their own unique defines file containing only those defines it alters.
What happens if two different mods try to override the same value?Update:
- Added folder structure for defines
This one will work a little different than other folders though because of it being in lua. The game will still keep its define.lua file under common and it will always be read first. But there is now a folder called defines in which users can add any number of lua-files which overwrites only those values specified.
So for instance you can add a file called GarsDefines.lua that only changes the value of DEMESNE_BASE_MAX_SIZE. The syntax for overwriting a define will look like this:
Code:NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0
So in short, every mod can have their own unique defines file containing only those defines it alters.
What happens if two different mods try to override the same value?
Makes sense.The later one will just overwrite the value again. So whatever file is loaded last will decide the value of the define.
Yes, probably going to be in the next major patch.Has the defines edit been implemented yet?
One question, will there be a folder structure for scripted triggers to enable better mod compatability?
With max wards, will that screw with the interface as usually adding extra wards via events makes them hang off of the edge of the character sheet.Update:
- Added folder structure to modifier_definitions
- MAX_WARDS_PER_GUARDIAN