Sid Meier's Civilization V

Sid Meier's Civilization V

Building Created Event [snippet for mod makers]
Showing 1-4 of 4 entries
Update: 30 Aug, 2014 @ 5:12pm

  • Changed the blank units that are suppose to be deleted automatically to have 2 movement so that end users can delete them manually in game if they are not automatically deleted.
  • Added an additional chunk of code that steps through a player's units at the start of each turn and deletes any blank units. By default this code is disabled because it is redundent and wastes processing. However, end users can enable it if they experience games where the blank units are not deleted correctly.

Update: 30 Jul, 2014 @ 3:32pm

Building Created Event - v 4
Added "BCE" prefex to the buildingClass units to avoid clashing over names and reduce the likelyhood of false positives. Added extra error checking to avoid feeding nil buildingClass information if malformed buildingClass units are detected.

Update: 21 Jul, 2014 @ 11:38am

Updated the version of the unit created event (a snippet that this snippet depends on) to include the most recent version. The BUILDINGCLASS units are no longer directly killed. Instead they are marked with a promotion and killed after all other functions hooked into the unit created event execute. This will resolve the problem of this snippet potentially causing other code that uses the unit creation code to crash.

Update: 26 Jun, 2014 @ 6:08pm