svaucher
Veteran

Just to make sure, we don't have access to datastructures when creating mod. By this I mean hashtables, stack or lists to do something like:
Even if someone knows how to modify the name of a identifier, that would suffice. For example,
.
If we don't, anyone know workarounds? I'm working on sending messengers to tell allied cities to attack another, but I land up having to use a bizarro way to simulate a queue of events. I thought of creating the configuration files dynamically, but I would basically scrap anyhope of being compatible with the next version of the modding system.
If I get no hints, I'll write up a some hacked data struts scripts and see if they can be useful for the community,
cheers,
sv
Code:
(assign, var("$quest[0]), $qst_abc)
Even if someone knows how to modify the name of a identifier, that would suffice. For example,
Code:
(assign, "${mission}-{reg10}", 10)
If we don't, anyone know workarounds? I'm working on sending messengers to tell allied cities to attack another, but I land up having to use a bizarro way to simulate a queue of events. I thought of creating the configuration files dynamically, but I would basically scrap anyhope of being compatible with the next version of the modding system.
If I get no hints, I'll write up a some hacked data struts scripts and see if they can be useful for the community,
cheers,
sv