Made some progress.
CreateWonder will create a wonder even without the enable advance.
CreateWonder will not work in a city if it was built on that turn (I should have realised this as CreateBuilding did not work in the same circumstances).
CreateWonder allows you to create the same wonder for more than one person.
Wonders over number 64 do not extend an effect. They show up in rankings/wonder but have no home city and extend no effect.
This code works except, both wonders appear as Rome home city, but one is player Roman and the other Japanese. However, they each only get the effect once, so even though Rome is shown as home city for both, the Romans and the Japanese get the benefit once each (in this case +100 boat movement). I cant see why they both end up as home city ROME.
If I changed the above 2 lines from Locutus' last example to
Would this mean it fires on the building of the second city for a player? Meaning I simply use the getcitybyindex/has building capital bits to place the wonder in city 1.
CreateWonder will create a wonder even without the enable advance.
CreateWonder will not work in a city if it was built on that turn (I should have realised this as CreateBuilding did not work in the same circumstances).
CreateWonder allows you to create the same wonder for more than one person.
Wonders over number 64 do not extend an effect. They show up in rankings/wonder but have no home city and extend no effect.
Code:
if(IsHumanPlayer(player[0])) { CTC_PLAYER_COUNT= preference("NumPlayers"); for (i=0; i <= CTC_PLAYER_COUNT; i = i + 1){ if (IsPlayerAlive(i)){ tmpPlayer = i; if (PlayerCivilization(i)==CivilizationIndex("ROMAN")){ for(j = 0; j < PlayerCityCount(tmpPlayer); j = j + 1){ GetCitybyIndex(tmpPlayer,j, tmpCity); if(CityHasBuilding(tmpCity,"IMPROVE_CAPITOL")){ Event:CreateWonder(tmpCity, WonderDB(WONDER_COMMERCE_A )); } } } elseif (PlayerCivilization(i)==CivilizationIndex("JAPANESE")){ for(j = 0; j < PlayerCityCount(tmpPlayer); j = j + 1){ GetCitybyIndex(tmpPlayer,j, tmpCity); if(CityHasBuilding(tmpCity,"IMPROVE_CAPITOL")){ Event:CreateWonder(tmpCity, WonderDB(WONDER_COMMERCE_A )); } } } } } } }
Code:
if (AOM_TRAITS_GIVEN[tmpPlayer] == 0) ................................................................ AOM_TRAITS_GIVEN[tmpPlayer] = 1;
Code:
if (AOM_TRAITS_GIVEN[tmpPlayer] == 1) ................................ AOM_TRAITS_GIVEN[tmpPlayer] = AOM_TRAITS_GIVEN[tmpPlayer] +1;
Comment