Platy's Peculiar Pleasant Posh Python

ok i will try that.

thanks.

oh and also -
when i merged natural wonders,
it would seem that its not working - when i get to the pedia -i dont see the effects of the wonders, also - i cant choose the wonders with mouse click - it jumpt to a regular feature . like fallout.


(i know i have a lot of questions... but its just that i love your work and want it in all my mods)


****
bingo - you were right - adding the projects manually worked. thanks.
 
If the natural wonders standalone does not work, let me know.
Else you probably make mistakes while merging.

Terapack has most wonders together with natural wonders and some old stuff.
Does not come with pedia though, but good enough to see how things merged
 
ye i looked at the terra pack, though i didnt look on the natural wonders merge - i will try it.

for now, i am adding wonders one by one, its fast and easy and i can pick the ones i want.

when im done, my mod will be something like - kmod+platyping work :)

say - do you get to play civ ever? with all this modding?
 
Hi, Platy,
I am obsessed by your new victory conditions screen, and I wonder if you could release a standalone version since your ultra pack is too big.:cool:
 
Just download any of the new victory types and remove unnecessary codes
 
Does the interface of the victory screen only involves the files in python? I've downloaded two of your latest victory components, and I see no shiny buttons added to the screen:confused:
 
Financial Victory

1) Buttons Added to Financial Victory
2) Building Descriptions now display according to Civilization of Active Player.
(Display as UB if necessary)

Regicide
1) Applied new victory screen

@Aloha
If you notice, all the new victory standalones come with the new victory screen with buttons.
 

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Defensive Victory





The 3rd criteria simply means, this cannot be won in a game with less than 4 teams or you killed off too many rivals.

The last criteria is how well you defend your cities.
Lose one and that's it.

For Protective Leaders
 
hey platy,

wanted to let you know- ive merged bad people to uuuu,

but i hit an error, after a while i figured you define this line in the main interface py file:

iUnitType = g_pSelectedUnit.getUnitType()

but in the uuuu this defenition is missing:

g_pSelectedUnit = 0

so i added its functions and solved it, just letting you know.

****
also in financial victory:
these lines are
uncommented -
iBestFinancialRival = -1
iBestGold = -1
 
It wasn't necessary in ultrapack

In fact, it wasn't necessary in baddies either, just that I didn't bother to get rid of it
 
Platy,
when I simply run your standalone victory component, it is fine. I mean the buttons show properly. However, when I merge your mod into my own, the buttons disappear.

OK, I just copy and paste the python codes into my mod, because I think this only has something to do with the python stuff. Am I right? But I also notice that there is a file named "Modules" in your pack. Will it also affect the button display? If so, then I don't know where I should put the file or the files within it.
 
The modules only contain text files for new victory types.
It simply means the merge is not done properly.

Most likely there is another cvvictoryscreen elsewhere.
 
Yes, there is a CvVictoryscreen in "screen" file, which is under "Python" file, in vanilla game. In your mod, you directly put the CvVictoryscreen under "python" file. I just wonder why your file is not overwritten by the original one.:rolleyes:

Anyway, after discovering that, I put it under the "screen" file in my mod. I thought the merge job would be done, but I encountered a strange looking of the victory conditions screen.:undecide:Please see the pic below.
 

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Activate python exceptions.

There shouldn't be any issues unless your mod has codes that interfere with that screen.
 
True Prophets

Features:
Found Religion via Great Prophets



Just a simplified python version of the SDK mod by Aussie_Lurker

What's New:
1) Removed all the extra buildings provided.
2) Great Prophets found religion via a mission button rather than build a dummy building which found the religion.
3) Monuments granted 1 priest slot to generate Great Prophets
4) Can only found religions of that era (Hindu, Judaism and Buddhism in Ancient Era etc)
5) This also prevents all religions being founded when playing at later era starts
6) Removed Dummy Tech from appearing as Requisite for Religions in Pedia
7) Dummy Tech itself does not appear in Pedia as well

A.I.
1) Found Religion when Prophet Born
2) Chance of Founding Religion reduced when A.I. already has holy cities
3) Favourite Religion selected if possible
 
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