Platy's Peculiar Pleasant Posh Python

Nope.
I just didn't bother to let you trace AI progress
 
Stabilizer

Features
Sets all hidden game options to default XML values for new games.
Fix issue of switching mods which screw up customized options.

Generally cannot be bothered to make this, just a little helping hand.
Didn't bother to test it.
 
I have a vague idea that you are free to ignore if you want.

Something that gives civilizations in the last ranks some sort of "boost" to catch up to the leading player.
 
Thank you for all your excellent mods, platyping!! :clap:

The Requirement Script is something I wanted for a long time! :goodjob: I know you're busy, and I don't want to bother you, but I was thinking it would be cool if the <PrereqCivic> could also be an OR type conditional. For example, to build a Cathedral, you'd need Organized Religion OR Theocracy, or to build a new "Senate" building, you'd need Representation OR Universal Suffrage... what do you think?

Anyway, thank you so much for everything you've given to the Civ IV Modding community!

Cheers! :D

-Khar_Loz
 
Requirement Script

1) Item now takes in Project as well to add all those requirements for projects too.
2) Civics can now take in OR civics
3) Pedia updated automatically
 

Attachments

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That one is too troublesome because that requires callback
 
Nope, it just adds to performance taxing, especially certain ones.
 
The thing is that a tile can only have one feature.
And storms spawning on forest tiles sound reasonable... yet cannot be done.
Unless you have a new feature which is a combination of both.

I don't play civ anymore.
I watch dramas when I want to relax.
Modding is just to practise programming.
 
mm platy,

can you do me a favor man?
can you merge the 3 pedia files you made in requirement mod with your uuuu pedia?

i tried to do it my self a few times, and every time i get no ui....it will probably take u 2 min to do it :)
also using only the req pedia files with uuuu wont work :(


i cant use it with pedia now :(
 
Modding com already off so it is relax hours.
Anyway there are only 3 parts in each pedia file.
Import and load are idiot proof, can't possibly go wrong there.
As for the main chunk, just make sure it is stuffed in right place and no conflicts in variables used.
That should be all

If still no ui... Activate exceptions and take screenshot...
 
Thank you, platyping, for the update on the Requirement Script. :goodjob:

I've been doing some play-testing with the new changes and it doesn't work for me. The Pedia screens appear blank, and the requirements aren't taking effect. I've reverted to the previous version of the Requirement Script, and the requirements work again. Has this happened to anyone else? Or is it just me? (I must have made a mistake while merging the Requirement Script with my own mod. I did it over, and it totally works now)

:D
 
mm platy,

can you do me a favor man?
can you merge the 3 pedia files you made in requirement mod with your uuuu pedia?

i tried to do it my self a few times, and every time i get no ui....it will probably take u 2 min to do it :)
also using only the req pedia files with uuuu wont work :(


i cant use it with pedia now :(

Less than 30 sec
 

Attachments

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  • Civ4ScreenShot0006.JPG
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Platiping after investigating it looks like your Avoid Growth is not working. It should be returning False if the city is to grow and True if it is not. I think you have it the other way around. I could be looking at an earlier version;)
 
Code:
	def doGrowth(self,argsList):
		pCity = argsList[0]
## Avoid Growth ##
		sScript = pCity.getScriptData()
		if len(sScript) == 2:
			sHappy = sScript[0]
			sHealth = sScript[1]
			if sHappy == "1":
				if pCity.happyLevel() < pCity.unhappyLevel(0):
					return True
				if pCity.happyLevel() == pCity.unhappyLevel(0):
					if pCity.getFoodTurnsLeft() < 2:
						return True
			if sHealth == "1":
				if pCity.goodHealth() < pCity.badHealth(False):
					return True
				if pCity.goodHealth() == pCity.badHealth(False):
					if pCity.getFoodTurnsLeft() < 2:
						return True
## Avoid Growth ##
		return False

Isn't that what the code is doing?
 
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