Have you searched in all your files for [civ_trade ?
Yup, nothing in the event files that says [civ_trade .
Have you searched in all your files for [civ_trade ?
Check brackets.Yup, nothing in the event files that says [civ_trade .
22:17:38][eventmanager.cpp:226]: Corrupt Event Table Entry
Check brackets.
Post your event files then. There's only so much we can do without seeing them.Searched for just brackets and nothing. Not getting any corrupt event table entries with curly brackets either.
Post your event files then. There's only so much we can do without seeing them.
I've tried. But didn't managed. No matter what I did, engine didn't want to read my star_class.dds icon.Curious about this, as well.
Thanks.add_building_construction = <building_tag> should be usable from a tile-scope.
Curious about this, as well.
Is there an easy way of keeping track of integer variables that isn't visible to the user?
- set_variable check_variable change_variable
Do you know if there's a way to have a random outcome (With different outcomes having different weight based on some criteria) for an event ? A bit like what can be done with anomaly spawn chance but applied to event results.
random_list = {
A = { EVENT_A }
B = { EVENT_B }
C = { EVENT_C }
}
So I put this in my option, right ? And when this option has been chosen by the player, one of the three events will be picked randomly by the game ?
Well, thanks a lot then. I will try that.I'm 90% certain the answer is yes, but I've never actually tried it myself. If it doesn't work, you can have the option trigger another event, which contains the random_list.