CyberChrist
You caught my attention
Are you going to make the updated SDK files available also?
Ploeperpengel said:A few issues I noticed in a short testgame:
1.I founded Islam very early with a GP I got before any other Religions were founded. Also no Missionary and no Holy city for it.
2.Tradeconnection citybaricons aren't showing.
3.I can build all temples after discovering the required tech without the religionprereq.
-no pythonexceptions this time(yet)
Here a save:
mollari said:The same happens to me...It's more than annoying
gordonthewhale said:I also found quotes of over 1 million for the following religions, either at adherents.com or religionfacts.com.
Aladura: 1 million
Falun Gong: 3 million+
Vodou: 4 million (or, more generally, African diasporic religions, 100 million)
Rastafarianism: 1 million
Hangly Man said:I just can't stop today.
It doesn't make much sense as it is where all the AI's have adopted MesoAmericanism and are perpetual friends because of the +4 same-faith modifier. Politics can and should have an effect on religious authority.
CivGeneral said:I am still having trouble getting this game to run. I have warlords and yet I keep getting a runtime error!
Hephaistion said:Hi Eusebius, great mod -- it's so wonderful that I'm dying to incorporate it into my own! Sadly, I'm having some difficulty doing that, and my Python skills are regrettably poor ...
I want to keep the original game's religions (no new religions) and method of founding through technology (for now). What I'm really interested in is your code for religious dynamics, i.e., the "religion food chain," spread of state religion through conquest chance, single-civ religions, religious conversion and elimination. These things all seem to be dealt with in the ewr python file.
I created a pared-down version of this file, eliminating references to all the new religions. Any advice on how to integrate this? Do I still need euMap and TPGameUtils? Also, what is the purpose of using "m_moduleList" in CvCustomEventManager rather than just putting "ewr.ewr (self)" in the initialization section? I'm also using Revolution mod, so my Custom Event Manager file is giving me a headache -- when I try to "plug-and-play" with the "module" lines, Revolution doesn't run, but I can't get your code to run using "ewr.ewr (self)".
Perhaps I'm just in over my head; then again, perhaps you have some magic words that could solve all (or some) of my problems ... ?
Thanks for ANY help you can give.
Eusebius said:Hey, I have been hoping for some feedback about this. The SDK piece is supposed to prevent all the AIs from going to worldviews--and so far I have seen this working in my test games. Are you still seeing all the AIs going for one of the worldviews?
Thanks,
Eusebius
Eusebius said:Ran a test for JZOC mod turned off in the ini file and my fort didn't fire at anyone. Again, not sure what to do with that report.
Eusebius said:Hmmm, not an easy question. Here are a few thoughts...
That is all I can think of for know. Don't hesitate to come back with specific questions.
- You will definitely need TPEventManger.py for OnReligionSpead, OnCityAcquired.
- I can't say for sure if the m_moduleList thing is needed anymore. I was having a horrible time with my global variables winding up unset, leading to the awful kludge in ewrResetGlobals. I didn't know either XML or Python when I started this and still wouldn't consider my knowledge to be anywhere near complete, especially around topics of scope and initialization.
- As far as I can tell, you would lose nothing by initializing all mods with the moduleList convention. The general idea is that you can call GetModule to get that actual instance of the object you initialized (rather than a new instance).
- Yes, you will need euMap and TPGameUtils. EuMap is used by the DoReligion call in TPGameUtils which is a lot of the guts of what you want.
Eusebius
PS. With regard to CvCustomEventManager, I am assuming you have imported all the modules you are trying to initialize?