Requesting following features

I added your XML to the buildings info, and according to VS checks it fits the schema.

My suggestion is to narrow it down to the exact line which causes the problems:
Delete only the 3rd iYield line - does it work properly now?

If not, what is the exact error message which appears?
 
Don't worry I figured out the error... I spelt it yeild instead of yield :lol:
 
Do you think it's too overpowered to have the egyptians with +1 :commerce:, :food: and :hammers:? or should it be :commerce: and :food:. I don't really know because I want the :commerce: and :food: and egypt doesn't have a :hammers: rich start...
 
I'm available for some Python scripting this weekend but am feeling somewhat perplexed over the state of things in this project. Looking at the OP I can't see any clear-cut candidates for Python modding. (Except for the Carthaginian power, obviously.)

Check out where we're currently at with the Glory & Greatness code. Anything there could definitely be ported to your mod also. Other than that, you might wanna look in the CivIV Python API for useful tools.

By the way, your mod is basically a scenario, right? So then there would be no need to give Civs special traits, unique palaces or anything like that. Because the player IDs will never change, and they always correspond to the team ID's, right? (These would be set in the WBS.)

I think you could post your WBS to make things a bit clearer. (Instead of linking to the whole mod. Or just copy-paste the player and team entries into a post.)
 
not at all in the senario you can play as any of the 8 civilizations and so each will get their own power... I don't get exactly what you mean... but very well

Spoiler :

Code:
Version=11
BeginGame
	Era=ERA_ANCIENT
	Speed=GAMESPEED_NORMAL
	Calendar=CALENDAR_DEFAULT
	Victory=VICTORY_TIME
	Victory=VICTORY_CONQUEST
	Victory=VICTORY_DOMINATION
	Victory=VICTORY_CULTURAL
	Victory=VICTORY_DIPLOMATIC
	GameTurn=0
	MaxTurns=500
	MaxCityElimination=0
	NumAdvancedStartPoints=600
	TargetScore=0
	StartYear=-4000
	Description=
	ModPath=
EndGame
BeginTeam
	TeamID=0
	Tech=TECH_FISHING
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_MINING
	ContactWithTeam=0
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=1
	Tech=TECH_FISHING
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_HUNTING
	Tech=TECH_MINING
	ContactWithTeam=1
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=2
	Tech=TECH_MYSTICISM
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_HUNTING
	Tech=TECH_MINING
	ContactWithTeam=2
	ContactWithTeam=7
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=3
	Tech=TECH_MYSTICISM
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_HUNTING
	Tech=TECH_MINING
	ContactWithTeam=3
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=4
	Tech=TECH_FISHING
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_MINING
	ContactWithTeam=4
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=5
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_MINING
	ContactWithTeam=5
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=6
	Tech=TECH_FISHING
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_HUNTING
	Tech=TECH_MINING
	ContactWithTeam=6
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=7
	Tech=TECH_FISHING
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_HUNTING
	Tech=TECH_MINING
	ContactWithTeam=2
	ContactWithTeam=7
	ContactWithTeam=8
	ContactWithTeam=9
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=8
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_MINING
	ContactWithTeam=0
	ContactWithTeam=1
	ContactWithTeam=2
	ContactWithTeam=3
	ContactWithTeam=4
	ContactWithTeam=5
	ContactWithTeam=6
	ContactWithTeam=7
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=10
	ContactWithTeam=11
	ContactWithTeam=12
	ContactWithTeam=13
	ContactWithTeam=14
	ContactWithTeam=15
	ContactWithTeam=16
	ContactWithTeam=17
	AtWar=0
	AtWar=1
	AtWar=2
	AtWar=3
	AtWar=4
	AtWar=5
	AtWar=6
	AtWar=7
	AtWar=9
	AtWar=10
	AtWar=11
	AtWar=12
	AtWar=13
	AtWar=14
	AtWar=15
	AtWar=16
	AtWar=17
	RevealMap=0
EndTeam
BeginTeam
	TeamID=9
	Tech=TECH_THE_WHEEL
	Tech=TECH_AGRICULTURE
	Tech=TECH_MINING
	ContactWithTeam=0
	ContactWithTeam=1
	ContactWithTeam=2
	ContactWithTeam=3
	ContactWithTeam=4
	ContactWithTeam=5
	ContactWithTeam=6
	ContactWithTeam=7
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=10
	ContactWithTeam=11
	ContactWithTeam=12
	ContactWithTeam=13
	ContactWithTeam=14
	ContactWithTeam=15
	ContactWithTeam=16
	ContactWithTeam=17
	AtWar=0
	AtWar=1
	AtWar=2
	AtWar=3
	AtWar=4
	AtWar=5
	AtWar=6
	AtWar=7
	AtWar=8
	AtWar=10
	AtWar=11
	AtWar=12
	AtWar=13
	AtWar=14
	AtWar=15
	AtWar=16
	AtWar=17
	RevealMap=0
EndTeam
BeginTeam
	TeamID=10
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=10
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=11
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=11
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=12
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=12
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=13
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=13
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=14
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=14
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=15
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=15
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=16
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=16
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=17
	ContactWithTeam=8
	ContactWithTeam=9
	ContactWithTeam=17
	AtWar=8
	AtWar=9
	RevealMap=0
EndTeam
BeginPlayer
	Team=0
	LeaderType=LEADER_AUGUSTUS
	LeaderName=Augustus Caesar
	CivDesc=TXT_KEY_CIV_ROME_DESC
	CivShortDesc=TXT_KEY_CIV_ROME_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_ROME_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Laurels.dds
	WhiteFlag=0
	CivType=CIVILIZATION_ROME
	Color=PLAYERCOLOR_DARK_PURPLE
	ArtStyle=ARTSTYLE_GRECO_ROMAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=12, StartingY=25
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_SETTLER
EndPlayer
BeginPlayer
	Team=1
	LeaderType=LEADER_ALEXANDER
	LeaderName=TXT_KEY_LEADER_ALEXANDER
	CivDesc=TXT_KEY_CIV_GREECE_DESC
	CivShortDesc=TXT_KEY_CIV_GREECE_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_GREECE_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Helmet.dds
	WhiteFlag=0
	CivType=CIVILIZATION_GREECE
	Color=PLAYERCOLOR_LIGHT_BLUE
	ArtStyle=ARTSTYLE_GRECO_ROMAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=60, StartingY=11
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=2
	LeaderType=LEADER_BOUDICA
	LeaderName=TXT_KEY_LEADER_BOUDICA
	CivDesc=TXT_KEY_CIV_BRITON_DESC
	CivShortDesc=TXT_KEY_CIV_BRITON_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_BRITON_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_CelticCross.dds
	WhiteFlag=0
	CivType=CIVILIZATION_BRITON
	Color=PLAYERCOLOR_BLUE
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=34, StartingY=39
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=3
	LeaderType=LEADER_BRENNUS
	LeaderName=TXT_KEY_LEADER_BRENNUS
	CivDesc=TXT_KEY_CIV_GAUL_DESC
	CivShortDesc=TXT_KEY_CIV_GAUL_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_GAUL_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_CelticCross.dds
	WhiteFlag=0
	CivType=CIVILIZATION_GAUL
	Color=PLAYERCOLOR_WALES
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=10, StartingY=38
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=4
	LeaderType=LEADER_HANNIBAL
	LeaderName=TXT_KEY_LEADER_HANNIBAL
	CivDesc=TXT_KEY_CIV_CARTHAGE_DESC
	CivShortDesc=TXT_KEY_CIV_CARTHAGE_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_CARTHAGE_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Carthage.dds
	WhiteFlag=0
	CivType=CIVILIZATION_CARTHAGE
	Color=PLAYERCOLOR_ORANGE
	ArtStyle=ARTSTYLE_GRECO_ROMAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=53, StartingY=12
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=5
	LeaderType=LEADER_RAMESSES
	LeaderName=TXT_KEY_LEADER_RAMESSES
	CivDesc=TXT_KEY_CIV_EGYPT_DESC
	CivShortDesc=TXT_KEY_CIV_EGYPT_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_EGYPT_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_EyeOfRa.dds
	WhiteFlag=0
	CivType=CIVILIZATION_EGYPT
	Color=PLAYERCOLOR_YELLOW
	ArtStyle=ARTSTYLE_MIDDLE_EAST
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=34, StartingY=20
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=6
	LeaderType=LEADER_RAGNAR
	LeaderName=TXT_KEY_LEADER_CLOVIS
	CivDesc=TXT_KEY_CIV_GERMANIA_DESC
	CivShortDesc=TXT_KEY_CIV_GERMANIA_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_GERMANIA_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Viking.dds
	WhiteFlag=0
	CivType=CIVILIZATION_GERMANIA
	Color=PLAYERCOLOR_GERMANIA
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=73, StartingY=21
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=7
	LeaderType=LEADER_ERP
	LeaderName=TXT_KEY_LEADER_ERP
	CivDesc=TXT_KEY_CIV_PICTS_TWO_DESC
	CivShortDesc=TXT_KEY_CIV_PICTS_TWO_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_PICTS_TWO_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Viking.dds
	WhiteFlag=0
	CivType=CIVILIZATION_PICTS
	Color=PLAYERCOLOR_PICT
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=43, StartingY=13
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=8
	LeaderType=LEADER_SALADIN
	LeaderName=TXT_KEY_LEADER_VIRIATHUS
	CivDesc=TXT_KEY_CIV_IBERIA_DESC
	CivShortDesc=TXT_KEY_CIV_IBERIA_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_IBERIA_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Castle.dds
	WhiteFlag=0
	CivType=CIVILIZATION_INDEPENDENT
	Color=PLAYERCOLOR_PICT_2
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=0
	MinorNationStatus=1
	StartingGold=0
	StartingX=22, StartingY=40
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=9
	LeaderType=LEADER_SELEUCUS
	LeaderName=TXT_KEY_LEADER_PERICLES
	CivDesc=TXT_KEY_CIV_COLONIES_DESC
	CivShortDesc=TXT_KEY_CIV_COLONIES_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_COLONIES_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Helmet.dds
	WhiteFlag=0
	CivType=CIVILIZATION_INDEPENDENT_II
	Color=PLAYERCOLOR_DARK_BLUE
	ArtStyle=ARTSTYLE_GRECO_ROMAN
	PlayableCiv=0
	MinorNationStatus=1
	StartingGold=0
	StartingX=23, StartingY=17
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=10
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=11
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=12
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=13
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=14
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=15
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=16
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
	Team=17
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
EndPlayer
BeginMap
	grid width=84
	grid height=52
	top latitude=90
	bottom latitude=-90
	wrap X=0
	wrap Y=0
	world size=WORLDSIZE_STANDARD
	climate=CLIMATE_TROPICAL
	sealevel=SEALEVEL_LOW
	num plots written=4368
	num signs written=0
	Randomize Resources=false
EndMap


I would prefer that these be made the way they had been specified though...

I am sure you would be able to do the Viking (Pictish) power as it's very simmilar to the Arabic one you are working on... and the carthagian....
 
What I mean is that the players (and their teams) are defined in the WBS. Meaning that your mod is really a scenario. So thanks for the info!

This simplifies things tremendously, and I've already started working on some infrastructure for such a setup. :king: With any luck you can't find something that can be scripted in Python.
 
Well it also has other units and buildings... for more info on everything else (as correct to the current version that has not been released yet!) read the first couple of posts on the mods disccussion thread in my sig.. the civs themselves are not defined in the WBS they have their own CivInfos.xml but I guess the WBS just orders them like that for example for Germania

Spoiler :

Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_GERMANIA</Type>
			<Description>TXT_KEY_CIV_GERMANIA_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_GERMANIA_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_GERMANIA_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_GERMANIA_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_GERMANIA</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_GERMANIC</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
			<Cities>
				<City>Trier</City>
				<City>Batavodurum</City>
				<City>Lugdunum</City>
				<City>Moguntiacum</City>
				<City>Damme</City>
				<City>Luvavum</City>
				<City>Lovosice</City>
				<City>Aquincum</City>
				<City>Vicus Marcomannii</City>
				<City>Vicus Gothi</City>
				<City>Bordesholm</City>
				<City>Domus Dulcis</City>
				<City>Vicus Venedae</City>
				<City>Nova Trier</City>
				<City>Nova Batavodurum</City>
				<City>Nova Lugdunum</City>
				<City>Nova Moguntiacum</City>
				<City>Nova Damme</City>
				<City>Nova Luvavum</City>
				<City>Nova Lovosice</City>
				<City>Nova Aquincum</City>
				<City>Nova Vicus Marcomannii</City>
				<City>Nova Vicus Gothi</City>
				<City>Nova Bordesholm</City>
				<City>Nova Domus Dulcis</City>
				<City>Nova Vicus Venedae</City>
			</Cities>
			<Buildings>
				<Building>
					<BuildingClassType>BUILDINGCLASS_LIGHTHOUSE</BuildingClassType>
					<BuildingType>BUILDING_VIKING_TRADING_POST</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_ANCIENT_SHRINE</BuildingClassType>
					<BuildingType>BUILDING_GERMANIC_AS</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<BuildingType>BUILDING_GERMANIC</BuildingType>
				</Building>
			</Buildings>
			<Units>
				<Unit>
					<UnitClassType>UNITCLASS_MACEMAN</UnitClassType>
					<UnitType>UNIT_VIKING_BESERKER</UnitType>
				</Unit>
			</Units>
			<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
			</FreeUnitClasses>
			<FreeBuildingClasses>
				<FreeBuildingClass>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>
			</FreeBuildingClasses>
			<FreeTechs>
				<FreeTech>
					<TechType>TECH_FISHING</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
				<FreeTech>
					<TechType>TECH_HUNTING</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
			</FreeTechs>
			<DisableTechs/>
			<InitialCivics>
				<CivicType>CIVIC_DESPOTISM</CivicType>
				<CivicType>CIVIC_BARBARISM</CivicType>
				<CivicType>CIVIC_TRIBALISM</CivicType>
				<CivicType>CIVIC_DECENTRALIZATION</CivicType>
				<CivicType>CIVIC_PAGANISM</CivicType>
			</InitialCivics>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_RAGNAR</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound>AS3D_VIKING_SELECT</CivilizationSelectionSound>
			<CivilizationActionSound>AS3D_VIKING_ORDER</CivilizationActionSound>
		</CivilizationInfo>


The only time I take shortcuts is with some of the leaders (to avoid making multiple Diploinfo things)

The names I used in the OP were just there so that I didn't have to use the full names e.g Gaul
 
For Python scripting purposes it should be sufficient to know what the players/teams are, and what CivilizationType attributes they have.

While waiting for you to figure something in need of scripting I'm writing classes for handling players and scriptData.
 
So what abilities will you be able to do, I have done:

Rome
Egypt
Germania

and I'm not sure how to approach Greece :mischief:
 
This is just the thing - I don't think that any of the powers you described in the OP is accessible with Python. :p Well, the Carthaginian one of course. (I actually borrowed some of that code for the other project. :D)

Unless you can get the rest done in the SDK I suggest you rethink them completely... Look at what I did for G&G - and also what methods are available in the API - for inspiration.
 
Well as the Pictish one should be python possible (due to the arabic) and the carthaginian one definatly you could do those Atleast!

IF you are to do those for me that would be great (and give me the method for greece)

then I am only left with Gaul and Briton (but you could do Gaul (Celtic) right)

What I was thinking for greece was that there is a tech that the greeks innately have... Wait... There isn't any problem with that!!! :lol:
 
Well as the Pictish one should be python possible (due to the arabic) and the carthaginian one definatly you could do those Atleast!
Which one was that again? (The Pictish one.)

Consider Carthaginian done. :D

IF you are to do those for me that would be great (and give me the method for greece)
I think Greece is taken care of by this:
Spoiler :
@CvGameUtils.py:
Code:
	def canDoCivic(self,argsList):
		ePlayer = argsList[0]
		eCivic = argsList[1]
[B]		if ePlayer == 1:
			return eCivic == gc.getInfoTypeForString("CIVIC_UNIVERSAL_SUFFRAGE")[/B]
		return False
then I am only left with Gaul and Briton (but you could do Gaul (Celtic) right)
Increase defensive bonus for cities? I don't think there is anything in the API for this. There might be something for changing bombardment damage but I'm not aware of any obvious game events to trigger such an effect...
 
First can you [post the carthagian code here and tell me where to put it

also where do I put in greece for that code?

pictish = Viking
 
First can you [post the carthagian code here and tell me where to put it
There is basically two ways for Python modding. The simple way is to add code directly into the \YourMod\Assets\Python\CvEventManager.py file. But if I manage to do more than a few of these powers for you (like I did with G&G) I could just put all the code in a module (.py file) of its own. Then you'd have to add function calls to that module from the Event Manager, but it works just the same.

You could try this out (as for the Carthaginians), but I haven't had the opportunity to test it myself:
Spoiler :
@CvEventManager.py:
Code:
	def onTechAcquired(self, argsList):
		'Tech Acquired'
		iTechType, iTeam, iPlayer, bAnnounce = argsList

[B]		if iPlayer == 4 and iTechType == gc.getInfoTypeForString('TECH_FISHING'):
			iSea = gc.getInfoTypeForString('DOMAIN_SEA')
			pTeam = gc.getTeam(pPlayer.getTeam())
			pTeam.changeExtraMoves(iSea, 1)[/B]
The credit belongs to The_J, I believe.


also where do I put in greece for that code?
Firstly you add a copy of the CvGameUtils.py file to your mod's Assets\Python directory. Then you find the doCivic() method and add the lines I posted (the bold ones).

pictish = Viking
So you need to increase the tile yields of Hills? Unfortunately I found out the hard way (countless hours of debugging) that the Python method that achieves this doesn't work in reverse. Meaning that if you increase the food yield for a Hills tile outside a Viking city, then that bonus yield will be there forever. No matter if the city gets invaded or burned down... Are you ok with this?

What I ended up doing for the Arabs in G&G was to give free improvements on Desert tiles instead. Because these can be deleted later. (It required quite an achievement to make code that adjusts this without adding tons of lag to the game. But hopefully I got it right...) Is this something that would suite your Picts also?
 
that would suite the picts fine :D as long as the code deletes these improvements then im fine!

if not then I guess I could cope with perminent food!

what I meant was where do I define the fact that it's the Greek ability

I guess in the carth code the team = 4 says it's them but is that in the greeks?
 
that would suite the picts fine :D as long as the code deletes these improvements then im fine!
Ok, I wrote an entire module of some 135 lines of code for the Arabs, not counting the module with all the helper functions. It can of course be adapted for your needs, but it helps if you can be as precise with the specifications as possible.

And what improvement will you use on those Hills? (Would simply adding a Farm do it?)

i
what I meant was where do I define the fact that it's the Greek ability

I guess in the carth code the team = 4 says it's them but is that in the greeks?
This boolean expression takes care of that:
Code:
ePlayer == 1
Because I checked the WBS and the Greeks were the second player defined. This makes Greece player 1 (counting up from zero).
 
oh yeah forgot the 0 :lol:

the thing that I just realised is that I don't want to stop the picts building mines, would adding a farm (would that be visible?) affect the ability to build on the hills?
 
Yeah, building a Mine on top of the Farm would of course make the Farm go away. And then they wouldn't be able to rebuild it later... :p
 
mmm well is there some way of making the new farm (so that this could work and so that it is invisible (how would you do that?) stackable like roads can go with farms etc...
 
btw I added this to the bottom of the CivUtils

Code:
## Jamie's Rome Mod Greek ability START##
	def canDoCivic(self,argsList):
		ePlayer = argsList[0]
		eCivic = argsList[1]
		if ePlayer == 1:
			return eCivic == gc.getInfoTypeForString("CIVIC_UNIVERSAL_SUFFRAGE")
		return False
## Greek ability END##

will the ## Jamie's...
affect the code?
 
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