There will also be a number of global entries and functions that I will ask people not alter (adding a decision basically amounts to including an extra Lua file in an ever increasingly long line of includes).
#MODDED GAMES AND EVENTS MOD#
Download the Mod for your Desktop PC on the official gamebanana page. Programming, Music, Art, and everything else beside the engine. TDecisions.Decisions_OttomanDevshirme = Decisions_OttomanDevshirmeBasically a decision is a Lua table, which you supply a name, a description, a "CanFunc" and a "DoFunc" to. and events would change Mod Credit: Make sure to support mod creators on their social media by subscribing, following, liking, etc. Save(pPlayer, "Decisions_OttomanDevshirme", true) InitUnitFromCity(pCity, GameInfoTypes.UNIT_OTTOMAN_JANISSARY, 1) PPlayer:ChangeNumResourceTotal(iMagistrate, -2) Local iCost = math.ceil(pPlayer:GetNumCities() * iMod * 100)
If (pPlayer:GetNumResourceAvailable(iMagistrate, false) < 2) then return true, false end If (Teams:IsHasTech(GameInfoTypes.TECH_RIFLING)) then return true, false end If not(Teams:IsHasTech(GameInfoTypes.TECH_GUNPOWDER)) then return true, false end If (pPlayer:GetCapitalCity() = nil) then return true, false end If (pPlayer:GetGold() < iCost) then return true, false end Local iCost = math.ceil(pPlayer:GetNumCities() * iMod * 150)ĭecisions_OttomanDevshirme.Desc = Locale.ConvertTextKey("TXT_KEY_DECISIONS_OTTOMANDEVSHIRME_DESC", iCost) If load(pPlayer, "Decisions_OttomanDevshirme") = true thenĭecisions_OttomanDevshirme.Desc = Locale.ConvertTextKey("TXT_KEY_DECISIONS_OTTOMANDEVSHIRME_ENACTED_DESC") If pPlayer:GetCivilizationType() ~= GameInfoTypes.CIVILIZATION_OTTOMAN then return false, false end HookDecisionCivilizationIcon(Decisions_OttomanDevshirme, "CIVILIZATION_OTTOMAN") Events and Decisions is supported by the majority of modded civs and custom mechanics. This Tool includes various note types and events for use in Psych Engine 4.2 or above, either for modding or messing around, including: Blammed HD notes Expurgation notes Opponent fade event (from the wiki on PE's Github) Health Drain Event (with kill prevention) and more as updates come out.
#MODDED GAMES AND EVENTS MODS#
Valve is also offering a 24-hour refund policy on all Steam Workshop mod purchases as it continues to incentivize user-generated content commerce, having earlier this year allowed Steam Workshop users to charge money for in-game items (but not mods at large) they created for non-Valve games and then debuted its new Source 2 engine with a stated focus on user-generated content.Code: -ĭecisions_OttomanDevshirme.Name = "TXT_KEY_DECISIONS_OTTOMANDEVSHIRME"ĭecisions_OttomanDevshirme.Desc = "TXT_KEY_DECISIONS_OTTOMANDEVSHIRME_DESC" Heavily inspired by the mechanics of the same names in Europa Universalis IV Events and Decisions is a mod and framework that hopes to inject a bit more historical flavor into the game, and to allow other mod creators to do the same. They can also choose to send a set portion of their revenue to a Valve-approved user or community, like the Nexus Mods hosting platform. More information is available via the links above, as well as Valve's dedicated page for Steam Workshop paid content. This Tool includes various note types and events for use in Psych Engine 4.2 or above, either for modding or messing around, including: Blammed HD notes. Presumably, content creators work out the details of that revenue split when they give their payment information to Valve, at which point they can choose to set prices for their mods or allow their patrons to pay what they want. New supplemental terms for the Steam Workshop legal agreement state that "the percentage of Adjusted Gross Revenue that are entitled to receive will be determined by the developer/publisher of the Application" for which they've created content. People who sell Skyrim content on the Workshop get a 25 percent cut of the revenue, but it seems that the amount a content creator receive is ultimately up to a game's publisher or developer.
Update: A Valve representative responded to Gamasutra's request for clarification on revenue splits by highlighting the Skyrim Steam Workshop page, which notes that all revenue from sales of Skyrim Steam Workshop content will be split between Valve, Bethesda and the content creator(s). This opens up more avenues for budding and established game developers to get paid for their work - as former SimCity artist Bryan Shannon is by creating Cities: Skylines mods - and furthers Valve's long-stated aims of democratizing content creation for games on its platform.