Ok, I'd like to look at it if you send the code to me. But chances are still that the tile bonuses are there for all eternity once they are set in place. I'll give it the benefit of a doubt though.I actually have a wonder that does this already in the game, trans-siberian railroad, and it improves tundra tiles and camp resources and ocean resources. It's all Python from Tsentom's Ice Hotel wonder. I've played a game with this wonder and it hasn't caused any significant lag that I've experienced.
All I'm saying is that I will tell you what the limitations of any set of code will be, and give you the option to do something else instead. If you can afford the additional lag, of course.
There should be no need for any of that. I'll have a look in the API for what is available for cities.I think so. I've got it set in my other mod so that if you have the civic Vassalage there is no revolt when the city is taken over. I think I know enough to edit that to rely on a Trait instead, like Trait_Colombia. But I've never tried it.
Ok, I see no problems with any of this. (Also applies to the Mayans, which is basically the same thing.)What I'm looking for is something where if you kill a barbarian unit, you have a chance of the unit joining your side and earning and immediate 10 gold to your treasury. So if I kill a barbarian warrior I have a 20 percent chance of getting a warrior unit. Applies to land units only.
I think that the last proposal in that thread is to damage all enemy units that either move or fight. Still sounds good?Looks good to me. Seems that tying the damage to trying to move through Russia is pretty much how Russian Winter worked.
You could send me that code also.Cool, I've got the python in place to make Ships move one farther per turn thanks to Tsentom's Seafaring trait (Englands UP), but I'm having trouble applying to other types of units (like Melee, etc.).
Just to make it very clear: All CivIV Python is always connected to the Event Manager. Its optional whether or not you wanna keep all the code in that module or spread it around in other modules. It works all the same, and since I will be working on the powers its more convenient for both of us if we confine this part of the mod to a module of its own.I have several modcomps downloaded off the site, but almost all of them deal with EventManager.
So the GGPowers module will "deal" with CvEventManager by function calls from the latter to the former. I'll explain what to do later.
So you can still send me the appropriate code from select Event Managers.
There should be no need for any of that trait, promotion, building et cetera nonsense when doing Python. You don't need to tie anything to anything else like that. Instead, everything happens when "game events" take place. This is the difference between XML and Python modding, basically.I don't think I am capable of making any of these things as unique powers, rather I can use EventManager to tie these abilities to having a trait, building, etc.
Ok, that makes little to no sense at all. I'll use something like this instead:I can do Japan's UP not by creating a player-specific code, but by say using existing work done by other modders. In the Spoiler is an example of how I intend to create Japan's Units 20 percent chance to heal fully:
Code:
def japan(ePlayer, pUnit):
if isCivPlayer(players["Japan"], ePlayer):
if isProbabilityPercent(20):
pUnit.setDamage(0, False)
So while I'm eager to look at any code you already have, chances are that I'm not gonna use it. It will just make it easier for me to get the job done.