Platy's Peculiar Pleasant Posh Python

Revolutions

Features:
Various factors contribute/reduce a Revolution Point system.
Below Safety Zone of 250, Revolutions will never occur.
Above Danger Zone of 750, City may start an uprising.
The city may join an existing civ, revive a dead civ or revolt to the barbs.

Cities at or above Safety Zone may join in the uprising.
This is increased by culture presense of the selected civ.
And reduced by distance from the main city.

All units stationed in revolting cities will switch to the new owner, regardless of ownership.
10% culture is transferred from original owner to new owner
2 additional defenders will spawn.

Factors affecting Revolution Points:
Code:
self.iHappy		= 30	## Increased by X Per Excess Unhappy
self.iHealth		= 30	## Increased by X Per Excess Unhealthy
self.iNonStateReligion	= 50	## Increased by X Per Non State Religion or Absense of State Religion
self.iNationality	= 5	## Increased by X Per Non Nationality
self.iOccupation	= 20	## Increased by X Per Occupation Turn
self.iUnit		= 25	## Decreased by X Per Defender
self.iDistance		= 20	## Decreased by X Per Tile Distance during Uprising
self.Civics = [		["CIVIC_SLAVERY", 150],
			["CIVIC_POLICE_STATE", -100],
			["CIVIC_BARBARISM", 50],
			["CIVIC_HEREDITARY_RULE", -50]]
self.Buildings = [	["BUILDING_JAIL", -50],
			["BUILDING_INDIAN_MAUSOLEUM", -50],
			["BUILDING_PALACE", -400],
			["BUILDING_GREAT_PALACE", -200],
			["BUILDING_BUILDING_VERSAILLES", -200],
			["BUILDING_NATIONAL_SECURITY", -100]]
self.iNewDefenders	= 2	## Number of Extra Defenders after Uprising
self.iCultureXfer	= 10	## X% Culture Transferred after Revolution
self.iSafeZone		= 250	## No Revolution Below This Level
self.iDangerZone	= 750	## Can Start Uprising
self.iMaxZone		= 2000	## 100% Revolution

Revolution1_zps1a63b095.jpg


Revolution2_zps1a299357.jpg


Revolution3_zps07e3a7d5.jpg


Revolution4_zpsca07a270.jpg


Revolution5_zps718f8526.jpg
 
Am i writing in Arabic or something:crazyeye::lol:


As asked in above, a different "Warlord other than normal?? as the pic has??:rolleyes:

Only the artwork remains the same...
It comes with a different name, a unit button that changes with your leader choice, different promotions depending on leader traits.

What else you need...
 
Equipments

Features:
Equipments are special promotions granted based on accessibility to resources.
Newly trained units will gain equipments.
Existing units have to return to own cities and rest one turn to upgrade equipments.
Higher grade equipments will replace obsolete equipments.

Without any resources
Equipment1_zps49d4d3a4.jpg


With copper, gains Arrows II and Armor I
Equipment2_zps7c258d69.jpg


With iron, Armor I upgraded to Armor II
Equipment3_zps9381a7e3.jpg


Platypedia 2.16
Spoiler :

EquipmentPedia1_zps7e61bbb7.jpg


EquipmentPedia2_zpsb2c981b1.jpg


EquipmentPedia3_zps362468cb.jpg


EquipmentPedia4_zpsac609af2.jpg



Modifying Equipments
Code:
################################### Equipment Script ##########################################
## Modified by Platyping
##
## Change Equipment.loadEvents("Mods/Equipments/Assets/XML/CustomXML/Equipment.xml")
## to point to correct location after merging to own mods
##
## <UnitCombat> Granted to Units of these Unit Combat Types
## <Level> Higher Level Equipments Replace Lower Level Equipments
## <Bonuses> Requires Bonus (OR)
###############################################################################################

<Event>
	<UnitCombat>
		<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
	</UnitCombat>
	<Level>1</Level>
		<Type>EQUIPMENT_ARROW1</Type>
		<Bonuses>
			<BonusType>BONUS_STONE</BonusType>
		</Bonuses>
	<Level>2</Level>
		<Type>EQUIPMENT_ARROW2</Type>
		<Bonuses>
			<BonusType>BONUS_COPPER</BonusType>
			<BonusType>BONUS_IRON</BonusType>
		</Bonuses>
	<Level>3</Level>
		<Type>EQUIPMENT_ARROW3</Type>
		<Bonuses>
			<BonusType>BONUS_ALUMINUM</BonusType>
		</Bonuses>
</Event>
<Event>
	<UnitCombat>
		<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
		<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
		<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
		<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
		<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
	</UnitCombat>
	<Level>1</Level>
		<Type>EQUIPMENT_ARMOR1</Type>
		<Bonuses>
			<BonusType>BONUS_COPPER</BonusType>
		</Bonuses>
	<Level>2</Level>
		<Type>EQUIPMENT_ARMOR2</Type>
		<Bonuses>
			<BonusType>BONUS_IRON</BonusType>
		</Bonuses>
	<Level>3</Level>
		<Type>EQUIPMENT_ARMOR3</Type>
		<Bonuses>
			<BonusType>BONUS_ALUMINUM</BonusType>
		</Bonuses>
</Event>
 
Only the artwork remains the same...
It comes with a different name, a unit button that changes with your leader choice, different promotions depending on leader traits.

What else you need...

From what i am looking at, am sorry if i am reading it wrong, but i thought it was supposed to have a different Warlord attached to the unit per your Great General definition below, or is that NOT a GG attached to the "King" unit????

Code:
<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_ANCIENT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MODERN</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MEDIEVAL</MiddleArtDefineTag>
				</UnitMeshGroup>
 
Dark Ages

Features:
Global Excess Unhappiness leads to Global Penalties
Golden Age overwrites Dark Age

Code:
self.iNoGrowth		= [10, 100]	# X% No Growth Per Unhappiness, Maximum %
self.iNoGP		= [5, 100]	# X% No Great People Per Unhappiness, Maximum %
self.iNoProduction	= [3, 75]	# X% No Production Per Unhappiness, Maximum %
self.iNoResearch	= [3, 75]	# X% No Research Per Unhappiness, Maximum %
self.iNoGold		= [5, 75]	# X% No Gold Per Unhappiness, Maximum %
self.iNoCulture		= [4, 80]	# X% No Culture Per Unhappiness, Maximum %
self.iXPModifier	= [4, 1000]	# X% XP More Per Unhappiness, Maximum %

A) Possibility that random cities do not do X for the turn up to the limit
1) Growth
2) Great People
3) Production
4) Culture (Disabled)

B) Possibility that player does not do X for the turn up to the limit
1) Gold (Disabled)
2) Research

C) Increased amount of XP required to reach next level

Without Penalty
DarkAge1_zpsaf0aad28.jpg


With Penalty
DarkAge2_zps7b2f90cd.jpg


With More Penalty
DarkAge3_zpscc294dc1.jpg
 
haha Platy, I think you updated the thread while I was reading about equipment, and it jumped to dark ages... I thought I had hit an alternate reality or had a stroke or dreamed what I had just been reading!

I think we are gonna have some real fun with these in the wasteland!!

Looks good though! Yum Yum!

@OS, you can just change the artdefine yourself, to whatever you want?
 
From what i am looking at, am sorry if i am reading it wrong, but i thought it was supposed to have a different Warlord attached to the unit per your Great General definition below, or is that NOT a GG attached to the "King" unit????

Code:
<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_ANCIENT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MODERN</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MEDIEVAL</MiddleArtDefineTag>
				</UnitMeshGroup>

The keyword is Female
 
So far...

Revolutions:
1) Xyth
2) Hrochland

Equipments:
1) Lib Spi't

SO not sure equipments or dark ages :D
3 more days to Xmas
 
So far...

Revolutions:
1) Xyth
2) Hrochland

Equipments:
1) Lib Spi't

SO not sure equipments or dark ages :D
3 more days to Xmas

DA :p But it probably really doesnt matter, DH is sick and probably cant do any python for C2C in 6 months anyways or so?? Look at all the stuff i want, and what has been added via C2C so far:(

Revolutions we already have or C2C

Equipment is already being worked on and will be "more in-depth combat class assignments on units." per TB
 
Merging with other mods is never a concern in my priority list :D
As for existing SDK mods like Revolutions, it is something Mac players can never use.
 
I thought you already released the three! :D

I am with the Overlord of the Wasteland on this one, I vote for equipments!

If I wanted Revolutions, I would have merged it a long time ago. If Civ4 is your favourite game, why buy a Mac?!

Dark Ages sound like bubonic plague to me, a must to avoid!
 
Someone used my new title! I feel so POWERFUL!!!!!

The truth is I actually really like all these mods, and can see a lot of tweaky potential with all of them for my mod, but equipment is one that we have talked about a lot in FTTW, so it would be epic to have!

To be honest if you like games at all why buy a mac! :D I have a love/hate relationship with my work mac!
 
Well, it is easier to merge python mods than sdk mods.
Equipments is the most troublesome one actually, since you have to spend time making tons of new ones, make buttons etc
 
Well, it is easier to merge python mods than sdk mods.

Right, if I had wanted Revolutions, I would have started with a mod based on it in the first place.

Equipments is the most troublesome one actually, since you have to spend time making tons of new ones, make buttons etc

Lots of fun in perspective! :cool:
 
Can't be bothered to type on Xmas, so merry Xmas in advance.
 
Thank you, Father Platymas :)

The coding of Equipments look even more complicated than ever!
 
Ah you found it :D
If you don't care about the pedia, only EventManager and Equipment file are enough.
 
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