Eusebius World Religions - REVIVAL

As far as I am aware then the AI will never (on it's own accord) build any structure that will spread a religion the AI doesn't have in at least one of it's cities already ... regardless of whatever heaps of other benefits you bestow on such structures.

My suggestion is removing all religous factors from the Worldview founding structures and assigning the foundings manually using the onBuildingBuilt event.

Or ... rewrite the AI code to give it/them some sense ;) :D

Thanks for solving this mytery for me! I located the SDK code and tweaked it. I'll be releasing a patch.

E.
 
Genghis Kai Just released a slightly cut down version of his world map <very nice as it can be played passed 1000ad now without bogging down as badly as before> you might want to look into including it in your next release ;o)
 
Hey, just wanted to let you REVIVAL fans know that I put up a new version with an EXPANSION PACK. Check the message #1 for dowload links and #3 for description.

Enjoy,
Eusebius
 
kk that was very interesting play ...but i think that the start for hinduism and the required tech for parthenon need to be different <really hard to get hellenism going if you dont build the parthenon and cant build the parthenon if suddenly you have hinduism as your world view lol

Note Gengis Kai has done some trimmed up versions of his map which work just fine with your mod <i tested them last night > same map just trimmed down to 200 by 80 to make them a lot more playable late game ;o)
 
Hi Eusebius, Just want to say sorry that I haven't got a chance to help much in testing out your new EWR release. Didn't have much time for civ lately. Hopefully I will have some time playing your mod soon.

As Morfydd already pointed out, feel free to add GEM v3.0 to your next release.

cheers
 
Anyone know if there is a Vanilla 1.61 version of this? If there is, can someone link to the download please... Thanks
 
Hi Eusebius, great revamp of an already great mod!

I know I brought this up in your other thread for EWR, but I'm still trying to cannibalize parts of your mod to work with mine, and have met little success. Examining the new code for Revival only intimidated me more.

I'd like to make a general plea to anyone who knows what they're doing in Python for help with HephMod. I haven't added any religions, and I don't use the True Prophets mechanics for founding new religions. All I want to use from EWR are the mechanics for religion spread and religious conversion (including destruction of idols). Any suggestions as to how to add only these components?

Any help at all would be greatly appreciated! I love these concepts and want to put them to work for me!

Heph
 
Love your mod.

If you can excuse some unsolicited advice, in your next version you should consider including the ancient religions of Greece, Egypt, the Norse, Mesopotamia, Mesoamerica, and the American Steppes.
 
I can't get civscale to work with your mod, is it compatiable?

it worked with Genghis Kai mod.
 
Wow, nice job! Like the entire concept.

I had an idea the other night watching the NGC. They where doing show on the ark of the convent. Would it not be a great idea to have each founding holy city get a sacred relic at the time the religion is founded? As long as the relic is within founder's cultural border, that nation will receive special bonus. If it is taken (captured like worker) then they receive negatives until it is returned. Also, possibly adding religion attribute to military units , and having bonuses over other religions units.

Not sure how hard this would be to implement. I think I might give it a try. Would like some feedback as if this seems like a nice enhancement.
 
I can't get civscale to work with your mod, is it compatiable?

it worked with Genghis Kai mod.

Never tried CivScale so I am afraid I can't help you with this one. I know that a lot of the code I took from Ket dealt with flags, graphics and scaling so perhaps they hard-wired something. The Regiments mod would probably be central to this question.

Eusebius
 
One more question, can the turn limit of 1200 be turned off?

I'm not averse to the idea, but I have no idea how to go about this. Any suggestions?

Eusebius
 
Wow, nice job! Like the entire concept.

I had an idea the other night watching the NGC. They where doing show on the ark of the convent. Would it not be a great idea to have each founding holy city get a sacred relic at the time the religion is founded? As long as the relic is within founder's cultural border, that nation will receive special bonus. If it is taken (captured like worker) then they receive negatives until it is returned. Also, possibly adding religion attribute to military units , and having bonuses over other religions units.

Not sure how hard this would be to implement. I think I might give it a try. Would like some feedback as if this seems like a nice enhancement.

That is an exceedingly clever idea. Probably more work than I am willing to do, but clever. What would be really interesting is to add this idea to Fall From Heaven, where the civilization who captured the relic has problems too, as in the Biblical story about the Philistines capturing the Ark and having to give it back because it was causing problems.

Eusebius
 
Mod Makers who want to 'cannibalize' parts of EWR, read this and download this file...


Hi Eusebius, great revamp of an already great mod!

I know I brought this up in your other thread for EWR, but I'm still trying to cannibalize parts of your mod to work with mine, and have met little success. Examining the new code for Revival only intimidated me more.

I'd like to make a general plea to anyone who knows what they're doing in Python for help with HephMod. I haven't added any religions, and I don't use the True Prophets mechanics for founding new religions. All I want to use from EWR are the mechanics for religion spread and religious conversion (including destruction of idols). Any suggestions as to how to add only these components?

Any help at all would be greatly appreciated! I love these concepts and want to put them to work for me!

Heph

Heph, your plea inspired me. I downloaded v1.22 of Hephmod and added in the EWR components and have been greatly enjoying my test game. Great mod!

[EDIT: 6/11/07] At this point, there is no need to go back and look at what I did. Just download Heph's release. Click HERE to see EWR code strippped down and added to HephMod..


WHAT I DID...
  1. From assets\python, I took the subdirectory EWR, CvUtil.py and euMap.py, and entrypoints\CvGameInterfaceFile.py and copied them to HephMod.
  2. I edited CvCustomEventManager.py to add the EWR stuff.
  3. I edited Civ4ReligionInfo.xml and changed all the founding techs to TECH_FUTURE_TECH as a place holder.
  4. I edited Civ4BuildingInfos.xml for all the shrines. I changed all the the <HolyCity> fields to NONE. I changed <PrereqTech> to the techs that used to be in Civ4ReligionInfo for each shrine.
  5. I edited ewr.py to disable all the religions except for the ones that come with the original game. I set the founding buildings to be identical to the shrines. This means that when a great prophet builds a shrine, they also found the religion.
  6. Additionally, I added the pagan temple to Civ4BuildingInfos.xml and also tweaked monument so that it gives a +1 to generate a Great Prophet.
  7. Note that my mod does not enable monasteries and missionaries for all religions; I didn't change those entires in this mod. You may want to do so (see below).
  8. Lastly, I disabled the configuration file stuff in all my python files since they aren't really needed here. Tweaked a couple of other things to account for the fact that a lot of the buildings my mod assumes exist don't. Tried to comment those with 'deleted for Hephmod'.
WHERE YOU MIGHT GO FROM HERE...
  1. The top section of ewr.py gives an enormous amount of flexibility. You can set religions to be single civ only, define who has idols and who hates them, set religions to be worldviews, decide who has temples and monasteries, etc.
  2. You can customize how each religion is founded. Some may be founded by being the first to discover a tech, others by building a wonder, others by constructing a building either through a great person or conventionally.
  3. The original True Prophets method utilized an additional 'FOUNDING' building for each religion. This means that it takes one great prophet to found the religion and then a second on to build a shrine. If you want to do this in HephMod, you need to add the FOUNDING buildings into the XML files and then change ewr.py so that the founding buildings correspond to those new building entries. (Don't forget to edit CIV4UnitInfos.xml if you want Great Prophets to be able to build these.)
Enjoy,
Eusebius

Addition 3/22/07...

This MOD has new religions knock out zero influence religions. Therefore I suggest changing the BuildingInfos for all the temples to increase the religion influece. For Hindu Temples, this is...
<ReligionChanges>
<ReligionChange>
<ReligionType>RELIGION_HINDUISM</ReligionType>
<iReligionChange>1</iReligionChange>
</ReligionChange>
</ReligionChanges>

Also, lines 802-803 should be commented out unless you are going to use the functionality that allows civics to be enabled/disabled based on religion. These should always be a duplicate of 892-893 (I should have found a way around that.)
 
Hi, I just downloaded the Revival with Expansion but can't get it to play.

Warlords 2.08

menus - Advanced, then - Load a MOD. Starts checking XML then I get a "Failed to innitalise Python" error.

All the other MODs still work.

I do know that for some unknown reason Warlords ignores every .ini file except its own. Not sure why or if it may be causing the problem.

I will now go and try the one without the expansions.
 
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