View Full Version : [PYTHON/XML] Archeology


Zebra 9
Mar 01, 2007, 05:44 PM
Archeology MOD COMP v0.2


Type: HYBRID MOD COMP
Version: 0.2
Langages Used: XML, Python
By: Zebra 9
Multiplayer Compatible: ? (Should Work)

Description:
Allows city ruins to be forgotten, but when you discover
Scientific Method they slowly begin to reappear. Even after you
acquire Scientific Method cities can be forgotten and around 75
turn's latter they recieve a 15% chance of reappearing. When a
city ruins reappears a message comes on screen telling about the
city that was there and an ancient city ruins is placed.

New Improvements:
Name: Ancient City Ruins
+4 Gold In Your City
+1 culture In Your City (New)

For MODers:
All configuration information is held in the top of the
Custom Event Manager file.

Installation:
1) Unzip into "My Documents\My Games\Warlords\MODS".
2) Load the game.
3) Click on "Advanced"-->"Load A MOD"-->"Archeology"-->"OK", the Game will restart.
4) Now you can play as normal:goodjob:

Credits:
Grenouille: It was His Idea I Just Made It A Reality. His Thread Here (http://forums.civfanatics.com/showthread.php?t=208447)

:goodjob:Download Here:goodjob: (http://forums.civfanatics.com/downloads.php?do=file&id=4309)

Thorn
Mar 01, 2007, 06:01 PM
Sounds cool! Do the ruins appear where actual cities were destroyed are is it random?

Thorn
Mar 01, 2007, 06:10 PM
Never mind. I just checked out your code and saw that the ruins are actual city ruins. Great work! I love little flavor additions like this. :goodjob:

woodelf
Mar 01, 2007, 06:33 PM
This is a nice addition. :thumbsup:

Yakk
Mar 01, 2007, 07:34 PM
Can improvements grant lightbulbs and/or culture directly?

strategyonly
Mar 02, 2007, 01:42 AM
I looked at some of the python, and is this a stand alone Comp? or do you HAVE to use your Comp, cause in alot of places it says "Archeology MOD COMP By Zebra 9 @ Civfanatics.com"
If i put it into a MOD ?

I do not understand python, thats why i am asking???

Zebra 9
Mar 02, 2007, 06:06 PM
It can be stand alone or can be incorperated into your MOD.
Yakk I don't believe so.:(

Dom Pedro II
Mar 02, 2007, 07:28 PM
If you want improvements to give commerces (i.e. science, culture, and gold) you need to incorporate other people's mods that add this ability. They are out there though.

Yakk
Mar 05, 2007, 09:55 AM
Blast. Because lost ruins should really grant mainly culture and less science and cash.

Zebra 9
Mar 05, 2007, 10:01 AM
Well if someone cpould point me in the direction of those MODs Dom Pedro II was talking about I could include them.

snipperrabbit!!
Mar 05, 2007, 02:35 PM
I know there are statues models out there, it would be cool if archeology reveals those statue as well.

Globetrotter
Mar 15, 2007, 10:02 AM
Blast. Because lost ruins should really grant mainly culture and less science and cash.

Agreed for the Culture, but not sure for the cash, if you take into account the number of tourists that would come and visit

hrochland
Mar 15, 2007, 10:24 AM
Hi, Zebra 9
it is for Warlords only?

Zebra 9
Mar 15, 2007, 06:50 PM
Should be compatible with Vanilla and Warlords.

Grenouille
Mar 19, 2007, 04:56 AM
Cool! Thanks for turning my idea into a mod, Zebra 9. :)
I will check it out as soon as I can, need to fix my computer before I can do that though.

GoodGame
May 20, 2007, 08:36 AM
This sounds great, and should probably port over to BTS to work with natural disasters as well. Say Pompeii gets preserved in ash?

Zebra 9
May 21, 2007, 10:18 AM
I definatly want to do that.

Aeven
May 24, 2007, 11:36 AM
Very cool, how would I go about adding this to a different mod I'm using? Should be no conflicts, so... :D

Zebra 9
May 24, 2007, 11:39 AM
Well if you have no python you can just copy the python folder over to the other MOD, but you will have to blend my XML files into the other MODs xml.:goodjob:

Zebra 9
Jul 05, 2007, 07:38 PM
Just uploaded an update that allows Ancient City Ruins to give a city culture. :thumbsup:

Check it out.:cooool:

Carter
Jul 18, 2007, 01:13 PM
Fun idea. :)

Maybe now we can have Indiana Jones as a 'great archeologist'?

alerum68
Sep 04, 2007, 01:12 AM
Zebra I have a few questions for you about the mod.

Besides ruins giving culture, which can easily be removed, is there any other changes to original game play made?

When a ruin reappears does it destroy any improvments already built on it?