Enhanced Great People

I created 5 each not for users to add all to same mod :D
It is just a choice for modders to choose which effects they want.
Usually, I think 2 each is more than enough.

Also, it is up to modders to add more requirements like I mentioned, civic, religion, civilization, leader, war status etc to restrict when the abilities can be used.

I only made these as a base, then it is up to individuals to design and modify to suit their mods :D
 
Of course . If your Modcomp was bad, I did not write here my comments. :)
It is possible - please - add an event , the birth of a great person with no added features?
thanks, Platy.
I appreciate your work , but I'm watching how balanced is my mod :)
 
Done, special service since 80% of my artwork came from you :D
Only 20% of Great People has access to new abilities.
 

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  • Python.rar
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Cut short some lines in CvGameUtils, no change in effects
This mod component is also pretty much complete.
5 each should be enough choices to choose from.
 
Hi, Platy, I have tested your help. I have some problems with. I pasted all 3 into one picture

1 / First city start with culture 1200
2 / system write some tab
3 / after save, restart game and load is game confused. was born prophet with general icon and unit is not possible use (I click on button and nothing) :(

I almost forgot. G. General unit is not possible attach with unit and not give 20 exp
 
As I recall, your mod has too many python codes so you may have problems merging in the modifications.

The 2 files attached are meant to replace the old ones of the latest version.
Since I am not sure what version you have I suggest you download the latest version, replace the 2 files and try it out as standalone before merging into your heavily modified mod.

The leader promotion is there to distinguish whether that great person can perform the new abilities or not.
In other words he belongs to the lucky 20%
 
It only changes 1 small town to fully built city.
How is that op considering you most likely have > 10 cities by the time it is useful? :D
 
Updates

Took out events files from modules.
Those 2 files don't work well in modules.
 
I can't see the description text when i hover that button ingame..
what i've been missed??
 
If it happens in the downloaded mod then let me know.
Else, if it happens only after you merge into your own mod, then chances are you did not merge one of the files...
Most likely, it will be CvGameUtils which is screwed if you use BUG
 
not sure with these instructions:
could you give me some clue? :D
Code:
## Hover Help Text

g_widgetHelp = {}

def setWidgetHelpText(widget, text):
	"""
	Assigns the literal <text> to be used as the hover text for <widget>.
	"""
	_setWidgetHelp(widget, "Text", lambda *ignored: text)

def setWidgetHelpXml(widget, key):
	"""
	Assigns the XML <key> to be used to lookup the translated hover text for <widget>.
	"""
	_setWidgetHelp(widget, "XML", lambda *ignored: BugUtil.getPlainText(key))

def setWidgetHelpFunction(widget, func):
	"""
	Assigns the function <func> to be called to get the hover text for <widget>.
	
	The function will be called each time the hover text is needed with these parameters:
	
		eWidgetType         WidgetTypes constant
		data1               int
		data2               int
		bOption             boolean
	
	The first three are the ones used when creating the UI widget.
	I have no idea what <bOption> is or where it comes from as it's supplied by the EXE.
	"""
	_setWidgetHelp(widget, "Function", func)

def _setWidgetHelp(widget, type, func):
	"""
	Registers the hover text <func> for <widget> if it hasn't been already.
	
	Do not call this function as it is used internally by the registration functions above.
	"""
	if widget in g_widgetHelp:
		BugUtil.warn("WidgetTypes %d help already registered", widget)
	else:
		BugUtil.debug("WidgetUtil - registering %s hover help for WidgetTypes %d: %s", type, widget, func)
		g_widgetHelp[widget] = func

	
def getWidgetHelp(argsList):
	"""
	Returns the hover help text for <eWidgetType> if registered, otherwise returns an empty string.
	
	This function is a BugGameUtils handler registered in init.xml.
	"""
	eWidgetType, iData1, iData2, bOption = argsList
	func = g_widgetHelp.get(eWidgetType)
	if func:
		return func(eWidgetType, iData1, iData2, bOption)
	return u""

EDIT:
after 2 days of tweaking, finally i can make the hover text works with BUG :crazyeye:
 
Just do it similar to Great WarPath of Great General
 
works like a charm... :D
how if more than 2 GP consumed?

Code:
(loopUnit, iter) = pPlayer.firstUnit(False)
			while(loopUnit):
				if loopUnit.getUnitType() == gc.getInfoTypeForString("UNIT_ENGINEER"):
					loopUnit.kill(False, -1)
					break
				(loopUnit, iter) = pPlayer.nextUnit(iter, False)
			(loopCity, iter) = pPlayer.firstCity(False)
 
Then use a counter and count how many have been killed.
In general, when it requires more than 1 unit, a.I. will not use it, since they won't keep them.
 
1) Changed all codes to check by Unit Class Type rather than Unit Type (For mods with UUs for GP)

2) Shifted all codes out to the separate python file, except Widgets

3) Missions no longer activated immediately if queued via "Shift"
 
Hi PlatyPing,

Great work on this mod. I installed it last night. One bug I noticed though. In PlatyEGP.py after line 288 you need to add:
Code:
iTeamX = pPlayerX.getTeam()

You have it in the other code block right under it so I assume it was missed during a copy/paste.
 
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