Platy's Peculiar Pleasant Posh Python

Platypedia Updates

1) Units
Can now be sorted by Era or Combat Class
Spoiler :


2) Unit Combat Types
Brought back All Groups and Non Combat Units

3) Improvements
A) Fix missing improvements which pillaged to improvements that do not upgrade back to them
B) Sorted by Land or Sea
Spoiler :


4) General
A) Headers will be automatically shifted to first row of next column
Spoiler :

B) Empty row will no longer appear on first row of each column
C) Swap some icons

5) Customization
A) Added iMaxColumn for you to decide how many columns maximun
B) Sort Units via Era or Combat Class decided there, lazy to add button yet

@BUG
Doubt so. BUG screws up when you are doing in game python testings.
Great for playing, bad for modding.
Anyway, making 2 versions is pretty much double work :D
You know, I am bored but lazy.
 
Railroad looks faster to me than highway...
Highway is 60 Move/60 Flat
Railroad is 60 Move/6 Flat

Unit with 1 Move point can move 1 tile on highway but 10 tiles on railroad

Yeah, thought about that. Idea was that units below 10 movement can take the train and move 10, while units above 10 moves faster on highway. but as it is now units above 10 can also move faster on railroad. gotta figure something out.
Your pedia helped me find a couple of other "bugs" too ;)

thanks for the update :goodjob:
 
Idea was that units below 10 movement can take the train and move 10, while units above 10 moves faster on highway. but as it is now units above 10 can also move faster on railroad. gotta figure something out.

For your railroad, try with iMovement 600 and iFlatMovement 6. It should take a unit with iMove above 100 to move more than 10.
 
Platypedia Updates

Units
Added scrolldown button to sort by:
1) Alphabetic
2) Unit Combat Class
3) Era (Default)

Limited Units
Added scrolldown button to sort by:
1) Alphabetic
2) Type (Missionaries, Executies, Others)
3) Limited Class (Default)

Civics
Added scrolldown button to sort by:
1) Alphabetic
2) Civic Group

Evil Vincent... :mad:

Edit:
Reuploaded, Alphabetic order for Civics was wrong.
Who was so fast to download within 1 minute :mischief:
 

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Downloaded 10 minutes after your message but 1 minute before your edit: Civics were wrong indeed!

I'm playing with it now, thank you for the new toy! :cool:

Two things: is it possible to sort Limited Units by Era or by Combat Types as well since in my mod, it's only Animals and Great Persons that are not limited?...

The second thing is a bit more complex. First I have to say that I installed/merged your files in the BtS folders (not as a module). As a player in French, all the texts in the main menus had disappeared making them unpracticable (so not just Civilopedia, everywhere!). Adding French tags in your Text file made everything appear again.

Now I remember that this happened before, at the time of your World Builder when there were French tags but not the three other ones, I tried to switch to Spanish, Italian or German with the same effect. For your information...
 
Platypedia Updates

Techs
Sorted by
1) Alphabetic Order
2) Era

Buildings
Sorted by
1) Alphabetic Order
2) Type (Normal, Religious)
3) Era (Notes: Religious ones may look weird, because Buddhist Monastery is Ancient, while Christian Monastery is Medieval. Because although both are monasteries, Christianity can only be founded in Medieval)

Wonders
Sorted by
1) Alphabetic Order
2) Limit Type

Projects
Sorted by
1) Alphabetic Order
2) Limit Type
Generic Projects now show up, if there is any (Neither Team nor World Projects)

Terrains
Sorted by
1) Alphabetic Order
2) Domain

Bonus
Sorted by
1) Alphabetic Order
2) Bonus Class

Improvements
Sorted by
1) Alphabetic Order
2) Domain

Routes
Sorted by
1) Alphabetic Order
2) Value

Civics
Sorted by
1) Alphabetic Order
2) Civic Group

Civilizations
Sorted by
1) Alphabetic Order
2) ArtStyle

Specialists
Sorted by
1) Alphabetic Order
2) Type

@isenchine
You know me.
There is a difference between bored and lazy.
I leave that to modders to add in the rest of the languages.

P.S.
Whoever selects Alphabetic Order for all categories might as well delete the whole folder... :mad:
 
Pesky Barbs

Features
1) Spawns irritating pesks around cities.
2) Chance of spawning during Golden Age: 0
Chance of spawning during Anarchy: Triple
Does not spawn if team has stuff that kicks barbs out (BTS Great Wall)

I don't see anything in the code to cater for the standard BtS custom options No Barbarians and Raging Barbarians. Am I missing something (I havn't had my coffee this morning;))or are these planed for the next release? If I remember correctly raging increases the spawn rate by 3.

Changing the code in CvEventManager.py to something like that below should do the first.
Code:
if not CyGame().isOption(GameOptionTypes.GAMEOPTION_NO_BARBARIANS) 
	PeskyBarbs.PeskyBarbs().PeskyBarbs(pCity, iPlayer)

For Raging Barbarians I don't know if you want to increase the chance of spawning, number of units spawned or both.

say man,

any chance youll adapt your mods to work with bug? im having difficulty to merge some of your work into my mods (since they are all built on kmod).

cooooool.

I have to convert the ones we use in C2C to BUG before doing the stuff necessary to balance it with C2C. I could post them here before I do the C2C specific stuff. RL has been a problem these last few weeks so I am falling behind in my conversions. :)
 
Thanks, you know... version 1 is always missing something.

1) No Barbs easily taken care of
2) Raging Barbs increase difficulty by 2.
Which means:
A) 2% higher
B) 2 more stacks
C) Even Warlords and Noble difficulty will spawn since Noble is treated as playing at Monarch
D) 2 new sets of promotions to cater for higher difficulty than Deity (Raging Immortal and Raging Diety)

Raging Immortal:
City Raider 3 + Drill 3
Raging Diety:
Tactics
 
Platypedia

Caught a bug with sorting, so upload this mini update first.

1) Added Sort by Era to Wonders
2) Added Sort by Era to Projects
 

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New Stuff
1) Added a Game Info Page
2) Added Culture Level
3) Added Handicap Level, too many details there, for now just add afew to test only

Sorting
1) Units can now be sorted by Domain
2) Limited Units can now be sorted by whatever Units can be sorted
 

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2) Limited Units can now be sorted by whatever Units can be sorted

Thank you for that!

Plus I find your new stuff very interesting. :goodjob:
 
More New Stuff

1) Specialist Page
Added Help Tag Display to Effects (Copied over from Baddies Mod)

2) Leaders
Sorted by Civilizations (Default still Alphabetic Order, since most civs have 1 leader)

3) Process (NEW)
Added new page for process, since that is the 4th thing you can build beside units, buildings and projects.
Although there are just 3... I grant them a page rather than stuff into Game Infos.
Notes: For some reason, processes only appear in game

4) Game Info
Added Game Speed

5) General
Added division by zero check for nColumns, in cases where the mod does not have any of that category, such as no limited units.
 

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Mini Update

1) Fix bug with Limited Units
2) Added Victory
3) Added World Size
4) Routes now display buttons instead of Route Icon in Main Menu

Didn't want to update bits by bits, but got 1 stupid bug :crazyeye:
 

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Leaders
1) Favourite Civics now display in button format
2) Displays Favourite Religion as well
3) Displays additional Civilizations if Leader represents more than one Civilization

Game Info
1) Added Upkeep
2) Added Era

Traits and Routes
1) Revamp the layout
 

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Usable Mountains

Features
Allows Cities and/or Workers to work mountain tiles.
There are 2 versions included

Version 1

After game started, all peaks auto converted to hills with a peak like feature added on it (Fuji from hrochland)
Because they are converted to hills, hill like features like ability to build mines, hill promotions are all applied to them.
As a dummy feature, you can add yields or defense to them via pure XML.

Downside is since they are no longer peaks, things that affect peaks such as events or isPeak() checks will no longer function.
isPeak() can be replaced with a feature check instead for codes to work.

Also, since they are hills now, you can actually walk over them and build improvements.

Version 2

They still remain as peaks, impassable and useless.
But cities can work them, I gave them +3 :hammers:

Notes:
Codes are triggered after 2nd city built, similar to Natural Wonders just to avoid map regeneration problems.
 
very nice dude,

very nice.


***

hi again,

since you updated the pedia to being awesome and better then sevopedia,
i would like to suggest you create some tweaks to the mainmenu.py file,
adding great general bar, some stuff to city screen, some cool info, i bet you can do som ereal magic there.
gluck:)
 
What am I supposed to do with it though :D
Those are mainly already done by bug
 
Platypedia Updates

1) Import Unit/Promo Upgrade Chart from Sevopedia (Lazy to reinvent the wheel)
2) Corporation Screen: Added Allows Panel to display units/buildings allowed
3) Concepts: Merged Concepts and BTS Concepts since 99.999% play BTS anyway
4) Game Info: Added Hurry and Climate
5) Handicap: Filled up all the info, whatever you wanna know or don't need to know are all there, lazy to sort
 

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