[PYTHON/XML] Archeology

Zebra 9

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Archeology MOD COMP v0.2

Type: HYBRID MOD COMP
Version: 0.2
Langages Used: XML, Python
By: Zebra 9
Multiplayer Compatible: ? (Should Work)

Description:
Allows city ruins to be forgotten, but when you discover
Scientific Method they slowly begin to reappear. Even after you
acquire Scientific Method cities can be forgotten and around 75
turn's latter they recieve a 15% chance of reappearing. When a
city ruins reappears a message comes on screen telling about the
city that was there and an ancient city ruins is placed.

New Improvements:
Name: Ancient City Ruins
+4 Gold In Your City
+1 culture In Your City (New)

For MODers:
All configuration information is held in the top of the
Custom Event Manager file.

Installation:
1) Unzip into "My Documents\My Games\Warlords\MODS".
2) Load the game.
3) Click on "Advanced"-->"Load A MOD"-->"Archeology"-->"OK", the Game will restart.
4) Now you can play as normal:goodjob:

Credits:
Grenouille: It was His Idea I Just Made It A Reality. His Thread Here

 
Can improvements grant lightbulbs and/or culture directly?
 
I looked at some of the python, and is this a stand alone Comp? or do you HAVE to use your Comp, cause in alot of places it says "Archeology MOD COMP By Zebra 9 @ Civfanatics.com"
If i put it into a MOD ?

I do not understand python, thats why i am asking???
 
If you want improvements to give commerces (i.e. science, culture, and gold) you need to incorporate other people's mods that add this ability. They are out there though.
 
Blast. Because lost ruins should really grant mainly culture and less science and cash.
 
Well if someone cpould point me in the direction of those MODs Dom Pedro II was talking about I could include them.
 
Cool! Thanks for turning my idea into a mod, Zebra 9. :)
I will check it out as soon as I can, need to fix my computer before I can do that though.
 
This sounds great, and should probably port over to BTS to work with natural disasters as well. Say Pompeii gets preserved in ash?
 
Well if you have no python you can just copy the python folder over to the other MOD, but you will have to blend my XML files into the other MODs xml.:goodjob:
 
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