Valkrionn
The Hamster King
How'd you manage the civic change? I've wanted to do that, but haven't even tried yet
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In python/screens/CvCivicsScreen.py, in drawAllButtons():How'd you manage the civic change? I've wanted to do that, but haven't even tried yet.
for j in range(gc.getNumCivicInfos()):
if (gc.getCivicInfo(j).getCivicOptionType() == i):
if gc.getCivicInfo(j).getPrereqCivilization() == -1:
fY += 2 * self.TEXT_MARGIN
screen.addCheckBoxGFC(self.getCivicsButtonName(j), gc.getCivicInfo(j).getButton(), ArtFileMgr.getInterfaceArtInfo("BUTTON_HILITE_SQUARE").getPath(), fX + self.BUTTON_SIZE/2, fY, self.BUTTON_SIZE, self.BUTTON_SIZE, WidgetTypes.WIDGET_GENERAL, -1, -1, ButtonStyles.BUTTON_STYLE_LABEL)
screen.setText(self.getCivicsTextName(j), "", u"<font=2>" +gc.getCivicInfo(j).getDescription() + u"</font>", CvUtil.FONT_LEFT_JUSTIFY, fX + self.BUTTON_SIZE + self.TEXT_MARGIN, fY, 0, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
else:
if gc.getPlayer(self.iActivePlayer).getCivilizationType() == gc.getCivicInfo(j).getPrereqCivilization():
fY += 2 * self.TEXT_MARGIN
screen.addCheckBoxGFC(self.getCivicsButtonName(j), gc.getCivicInfo(j).getButton(), ArtFileMgr.getInterfaceArtInfo("BUTTON_HILITE_SQUARE").getPath(), fX + self.BUTTON_SIZE/2, fY, self.BUTTON_SIZE, self.BUTTON_SIZE, WidgetTypes.WIDGET_GENERAL, -1, -1, ButtonStyles.BUTTON_STYLE_LABEL)
screen.setText(self.getCivicsTextName(j), "", u"<font=2>" +gc.getCivicInfo(j).getDescription() + u"</font>", CvUtil.FONT_LEFT_JUSTIFY, fX + self.BUTTON_SIZE + self.TEXT_MARGIN, fY, 0, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
for j in range(gc.getNumCivicInfos()):
if (gc.getCivicInfo(j).getCivicOptionType() == i):
if (gc.getCivicInfo(j).getPrereqCivilization() == -1) or (gc.getPlayer(self.iActivePlayer).getCivilizationType() == gc.getCivicInfo(j).getPrereqCivilization()):
fY += 2 * self.TEXT_MARGIN
screen.addCheckBoxGFC(self.getCivicsButtonName(j), gc.getCivicInfo(j).getButton(), ArtFileMgr.getInterfaceArtInfo("BUTTON_HILITE_SQUARE").getPath(), fX + self.BUTTON_SIZE/2, fY, self.BUTTON_SIZE, self.BUTTON_SIZE, WidgetTypes.WIDGET_GENERAL, -1, -1, ButtonStyles.BUTTON_STYLE_LABEL)
screen.setText(self.getCivicsTextName(j), "", u"<font=2>" +gc.getCivicInfo(j).getDescription() + u"</font>", CvUtil.FONT_LEFT_JUSTIFY, fX + self.BUTTON_SIZE + self.TEXT_MARGIN, fY, 0, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
I think it is a good change - more diversity on resources placement, and I think in RL rice quite likes river sides.
There is flavour, and there is mechanics and balance. You can say thet town produces something, so should get hammers. And people live there, so to take trhem into accout, tthey should increase city population (=give more food). But what is the point of different improvements then?
I thing castles get some fields around, and villages too. But the civ4 improvement represents dedicating whole area to a certain economy - be it farming, defense or trade settlemets
Yeah, I agreeAnd next birthday I am going to buy you an Ockham's razor.
I am fine with additions, but not all will get into Orbis - modmod is a good place for some changes.
Regarding horses and dye - Erebus is not earth, so I see no reason to place strategic resource needed for almost whole combat line on one continent. That is not fair. But some reduction in happines resources could be good.
I don't want to sound like Orbis isn't good enough without my mod
I think if you mod Orbis, you appreciate it. So, if you decide to use that name, I am fine. Anyway, I think you are slowly overgrowing LE name, so might think of a new one.
Nice idea, but be carefull in what you change. Adding new buildings just for happines from resources does not seem to be a good way of doing it. Also, be prepared for meny questions - why it does not give happines, it always did in every mod...
Do not see a reason why castles get commerce from river - river already increases commerce, and if castle does, why not town? Also, there is plenty of commerce already. Imperial road bonus is nice, but might be too high.
In general, I want castles to be defensive points, not another name for town.
No idea why machinery enhances fishin boats, too.
Just some thoughts, ignore my ramblings if you do not like it![]()
have it say "Orbis+"
Yes yes, I have to do that tooHello.
I think you should add hated civics for old leaders and put them the correspondend penalties for using them (Einion, for example, hates Conquest but does not have any penalty for it).
GreatOK, here are the missing diplotexts. I wasn't sure from your description what NO_DEAL was used for, so I just copied it from DENIED. If you have a suggestion about that, I'd be happy to fix it.
Saralet:
AI_DIPLOCOMMENT_NO_DEAL (Friendly)
#That will not benefit my people now. Perhaps another time.
AI_DIPLOCOMMENT_NO_DEAL (Furious)
#Do you take us for fools, [leadername]? Begone, and take your offer with you.
AI_DIPLOCOMMENT_THANKS
#May the blessings of my people make you prosper.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Stronger)
#For many years we have been a shining example equity and justice to the lesser peoples of the world. Now it is appropriate that you offer us something in return.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Equal)
#My people and yours are like brothers, and it is good for brothers to offer their wealth to one another. Do you not agree?
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Weaker)
#Consider what the Malakim have done for you, [leadername]. We ask for this in return.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Stronger)
#You would do better to return to your hovels and make those demands of your slaves. Do not darken our halls with such words again.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Equal)
#You mistake us for one of your weaker neighbors, [leadername]. My people are not to be thus bullied.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Weaker)
#We utterly reject your demands. The Malakim are not your servants, strong though you may be.
Sirvagha:
AI_DIPLOCOMMENT_NO_DEAL (Friendly)
#Perhaps that would be a good idea if we were flabby townsfolk like you. But were not.
AI_DIPLOCOMMENT_NO_DEAL (Furious)
#Ive got a better idea. How about I throw you to the wolves, and watch them devour you?
AI_DIPLOCOMMENT_THANKS
#Thanks, and good hunting.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Stronger)
#My wolves hunger for your flesh, [leadername]. I will restrain them a little while longer if you give me this.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Equal)
#You seem fond of your cities. Try to imagine what they would look like if my wolves ran free in their streets. If you dont like that idea, then I suggest you give us what we ask for.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Weaker)
#Youve gotten so used to your cities and your civilized society that youve started to forget about the wilderness. If you dont give us what we ask for, youll find out that the wilderness hasnt forgotten you.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Stronger)
#You must really be interested in starting a war. Fortunately, so are we. Get used to the sound of howling wolves pretty soon youll be hearing it a lot.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Equal)
#Your first mistake was saying that to the Doviello. Your second mistake was doing it when you have such a pathetic collection of weaklings calling you their leader. The wild never tolerates more than one mistake.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Weaker)
#Sometimes, the dog you kick turns out to be a wolf. And nobody kicks wolves and gets away with it. Get out of my halls.
Thank you for you contributionThanks for all your good work, Opera!
PythonErr.log said:Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvCustomEventManager", line 75, in handleEvent
File "CvCustomEventManager", line 86, in _handleDefaultEvent
File "CvEventManager", line 1005, in onCombatResult
NameError: global name 'iChance' is not defined
ERR: Python function onEvent failed, module CvEventInterface
how can i get rid of trolls cave ?? i don't see any explore or pillage button /:
Yeah, I forgot to fix thisbtw, i find a bug playing as Ngomele civ (my unit just defeated troll while defending)
I think it does that for every double movement thingies. Am I wrong?edit:
racial promotion's "double movment in plains" seems to work onlyoccasional ... (i don't see pattern)when unit is on plain-hill
Huh... I forgot it may conflict with that civic. Did you test it?edit2:
what's more superrior - Gnoll tribe's 4 food/pop or Sacrifice The Weak's 2 food/pop ??
Hum, I'm not sure Gnoll Workers are allowed to drain swamps.edit3:
how can i get rid of trolls cave ?? i don't see any explore or pillage button /:
szName = "PromotionButton" + str(i)
szName2 = szName + "Duration"
screen.setText( szName2, "Background", str(pHeadSelectedUnit.getPromotionDuration(i)), CvUtil.FONT_RIGHT_JUSTIFY, 180, yResolution-18, -0.3, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
screen.setHitTest( szName2, HitTestTypes.HITTEST_NOHIT )
screen.hide( szName2 )
self.setPromotionButtonPosition( szName, iPromotionCount )
screen.moveToFront( szName )
screen.show( szName )
if (pHeadSelectedUnit.getPromotionDuration(i) > 0):
screen.moveToFront( szName2 )
screen.show( szName2 )
iPromotionCount = iPromotionCount + 1