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function PhantaDistrictEngineer_Project(playerID, cityID, projectID, iUnknown, iX, iY, bCancelled)
local pPlayer = Players[playerID]
if projectID == tProjectID and pPlayer:IsHuman() then
local pCity = pPlayer:GetCities():FindID(cityID)
local pDistricts = pCity:GetDistricts();
for row in GameInfo.Districts() do
if pDistricts:HasDistrict(row.Index) and (row.DistrictType ~= 'DISTRICT_WONDER') and (row.DistrictType ~= 'DISTRICT_CITY_CENTER') and (row.DistrictType ~= 'DISTRICT_SPACEPORT') and (row.DistrictType ~= 'DISTRICT_GOVERNMENT') and (row.DistrictType ~= 'DISTRICT_DIPLOMATIC_QUARTER') then
pDistricts:RemoveDistrict(row.Index);
pPlayer:GetUnits():Create(GameInfo.Units["UNIT_PHANTA_DISTRICT_ENGINEER"].Index, pCity:GetX(), pCity:GetY());
print("District Engineer Given");
end
end
end
end
Syntax Error: ...\steamapps\workshop\content\289070\2956874998\Core\PhantaStatecraftDistrictEngineer_Script.lua:13: then expected near '='
I am running JNR's Districts too. Is it possible to make them both compatible?
Thank you for your feedback. The lua code has been updated to prevent mis-triggering, and AI will not trigger the district reconstruction effect. Feel free to leave a comment whether bugs happen after update.
更新:
感谢你们的反馈。已对lua代码进行更新避免错误触发区域重建效果,更新后AI不会触发区域重建效果。欢迎在留言区提醒作者更新后会否出现bug。
感谢你的反馈。我会检查该名大工程师的效果是否与区域重建有所冲突。
正在研究可能出现bug的原因。请问在甚麼情况会出现区域重建现象?
It is intended for the District Engineers to be used on other towns, as a mean to relocate production prowess from existing cities to newly settled ones.
I have tested the buildings and they do not trigger the projects. What mods do you use? The lua should only check for the project to trigger.
Is this intended?
It should not happen as the lua checks the project completion to trigger the reconstruction, but I will check with that.
I didn't see the AI use the project when playtesting. They may use the policy though.
I have tested with building all the campus buildings and did not encounter the problem you mentioned. Could you explain more?