The entity-modifier tables attach modifiers to entities, and an entity that a modifier is attached to is the owner of the modifier. An exhaustive list of these tables and their specifications can be found on the reference page for entity-modifier tables. an entity type can have multiple modifiers assigned to it, and (more obviously) a modifier can be assigned to multiple entity types. Note that the relationship between entity types and modifiers is a many-to-many relationship i.e. Most of these tables share a similar structure: the first column contains the entity type, and the second contains the modifier attached to it. These tables include BeliefModifiers, used for attaching modifiers to religious beliefs, BuildingModifiers, used for attaching modifiers to buildings, TraitModifiers, used for attaching modifiers to special abilities and leader bonuses, and so on. I will henceforth refer to these as ‘entity-modifier’ tables. Each entity has a table that lists the entities and modifiers associated with them. Modifiers can be attached to almost any entity in the game, such as beliefs, policies, traits, etc. Please do not attempt to copy and paste code from this webpage this will not work due to the way that WordPress formats inverted commas. Moderator Action: content of chapter 1 copied belowĭownload the example mod. Debug modifiers using log files and the tuner.Understand the purpose and usage of the modifier arguments table.Understand the difference between modifiers and dynamic modifiers.Create your own modifiers using modifier types and requirement sets included in the base game.Understand what is meant by attaching a modifier as opposed to applying a modifier.Attach modifiers to entities using the entity-modifier tables.Increases the rate of border expansion universally by 50%.īy the end of this chapter, you should be able to:.Pax Britannica (Victoria’s leader bonus) grants +10% Production in cities settled on foreign continents.The Stave Church (Norwegian unique building) grants a free missionary when built.We will be creating a very basic ‘balance patch’, that will make a few changes to the game: In this chapter, you will learn how to implement modifiers into the game.
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