Basically, I'm using my own version of Gedemon's CASS to implement a Wonder Randomizer. My idea is that just before Events.SerialEventStartGame is called to run a small function that will
a) make a local table of all Buildings where (Buildings.BuildingClass = BuildingClass.Type AND BuildingClass.MaxGlobalInstances = 1) [these are all the Wonders]
b) Choose randomly X Wonders per era to drop from the list. These represent wonders that will be in the game. (Not sure how to do this?)
c) Of the remaining wonders in the table, set Cost = -1 (and then PediaVisible and TechTreeVisible, which are custom columns to 0 so that these wonders do not appear in the TechTree or the Pedia).
I wanted to know a couple things. Can I change database values after a mod loaded but before Events.SerialEventStartGame? Also, how can I make sure that no tech will have more than 5 things on it (it looks like the tech cannot handle more that 5 icons)/how do I make the image larger. Also, also, how can I save data in the save file so that I can retrieve which wonders have been chosen and which have not? Thanks.
a) make a local table of all Buildings where (Buildings.BuildingClass = BuildingClass.Type AND BuildingClass.MaxGlobalInstances = 1) [these are all the Wonders]
b) Choose randomly X Wonders per era to drop from the list. These represent wonders that will be in the game. (Not sure how to do this?)
c) Of the remaining wonders in the table, set Cost = -1 (and then PediaVisible and TechTreeVisible, which are custom columns to 0 so that these wonders do not appear in the TechTree or the Pedia).
I wanted to know a couple things. Can I change database values after a mod loaded but before Events.SerialEventStartGame? Also, how can I make sure that no tech will have more than 5 things on it (it looks like the tech cannot handle more that 5 icons)/how do I make the image larger. Also, also, how can I save data in the save file so that I can retrieve which wonders have been chosen and which have not? Thanks.