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翻訳の問題を報告
function CityIsOrginalCapital( pCity )
local OriginalCapitalsList = ExposedMembers.GetOriginalCapitals()
local iOrigOwner = pCity:GetOriginalOwner(); -- CUSTOM fix to allow original free cities to convert
if (iOrigOwner ~= 62 and iOrigOwner ~= 63) then -- CUSTOM fix to allow original free cities to convert
for _, pOriginalCapital in ipairs(OriginalCapitalsList) do
if( pCity:GetX() == pOriginalCapital:GetX() and pCity:GetY() == pOriginalCapital:GetY() ) then
print("City is Original Capital")
return true;
end
end
end -- CUSTOM fix to allow original free cities to convert
return false;
end
if( not Players[iOrigOwner]:IsMajor() and iPlayerID ~= 62 and iPlayerID ~= 63) then
Should be
if( not Players[iOrigOwner]:IsMajor() and iOrigOwner ~= 62 and iOrigOwner ~= 63) then -- CUSTOM fix to allow original free cities to convert
You can also change the number in AssignStartingPlots.lua > iPercentageDeletedCityStates (make sure you edit the right one, if you're playing Gathering Storm for instance, edit the one in XP2 - this could be something to add to the config menu btw Zega!). It says "-- a higher number leads to less city states starting in the beginning of the game" this is a typo, it's a lower number. The more you want in the game, the higher the number).
For a medium size map I have 40 CS selected, I set 30 to start, and have iPercentageDeletedCityStates at 60. This gives 18 CS in the game with 12 available for flipping and 10 available for barb clans.
Also this mod idea is wonderful and it makes city independence a lot more interesting
However, in terms of how this Mod works, it's not as easy to automate that process as doing it manually, like how you did it. It would require some more work, and tbh I'm only ~90% sure that it's possible. But thanks for mentioning YnAMP and the option that allows random starts for Players without a TSL entry, I took a look at how that Mod is doing that, and I think I can utilize that Method for this Mod.
YnAMP has a game config option check box for allowing random placement of civs/cs's with no TSL. I usually play with this option turned off, including my test. This guarantees that the CS's I have commented out in the TSL file CANT spawn, and since they cannot they are 100% reserved by the mod correctly.
It is possible that if random placement was allowed, depending on how start location is assigned, as you mentioned hard coded or lua, that maybe this mod would not work? It's a stretch, I can't see how that would mess this method up but I did not test this.