![]() I haven't found anything more efficient than using a wait() loop in which I print debug info, then do nothing for a long while hoping the window will therefore remain opened long enough for me to see my traces. Maybe the output of this console is logged somewhere, but I couldn't locate where. Sometimes the window will close before the error traceback is even printed. This is a real pain since the error message that will inevitably happen will vanish as soon as it is shown. My advice is therefore: DO NOT use ModBuddy EXCEPT for releasing the mod.Ī lua console window will pop up and disappear when the script finishes. The best way is therefore to scrap ModBuddy altogether for testing and to just put your map into the Maps folder and edit it form there. Unfortunately, after more testing, this proves NOT to work. You can do this by simply 'Building' the project. So if you want to have custom map sizes, you'll have to move the sliders everytime.Ģ.1)Put your script where it can be used by the game. ![]() However, I didn't find how to use the sizes, you can only move the sliders changing width and height. It shows all the custom options of the script. You should use the WorldBuilder for testing. Also make sure you don't use fancy random number generation routines, as only the map seed and the script name are sent when generating multiplayer games. SupportsMultiplayer = true, in the GetMapsCriptInfo section. I think the process is very similar to Civ IV, as I saw some "beautification", like 'adding lake' traces in the map generation, that I never coded in my script.ġ.4) If you want your script to support multiplayer, add Hopefully at some point Firaxis might release a mapscript modders guide, Sirian made a great documentation in IV, so maybe he'll do that again in V. ![]() and see what they do, and start from that. The best way is to look at other existing scripts, like Fractal, Continents, etc. Putting it there however will probably conflict with the version that your mod will have installed, adn you won't know which version the game is using. However, if you want to test it, you will want to make changes to it and test at the same time, so a copy of this file will have to be located in your Maps folder. I suggest putting it where modbuddy proposes by default. In Civ V the process is more complex if you want to upload the map script to the mod browser.ġ.2)Add a new lua file to the solution, which will be your script. ![]() Creating a map script in Civ IV was pretty straightforward: Find out where the files are located, add yours there, zip it when it works, upload. ![]()
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