Oh, I am doing it already. The problem is that I may not have the time to do all these thing in the end... So it does make sense to keep things as simple as possible...ok if you think it is needed then do it! By the way...
Eh, this is basically up to you. Define the rules for this as precisely as possible - before I start coding the new stuff. Right now I have my hands full with the catapult construction.If a domestic revolt happens in a conquored city do the civ specific rebels spawn or the original founders of the city?
Thats not actually very helpful, but sure.Sounds good what ever you think is best!
Well, I've had a complete setup for you to test for a whole week now. But we keep adding stuff, so that means that I need to test things before submitting. But if we exclude the new rebel civs and the AI catapult construction thing for now (I'm still working on it) I could get the rest of the code in order right away. Like this morning. (I might be too busy this evening, tomorrow and the day after...)how long do you think it will be untill I can test everything? Because I can't wait to delete the XML for the dummy buildings and finally do my playthrough!
I don't actually think so. If I read the code correctly the new civ will be added in mid-game. I'm not sure what that will do with the rest of my own code, however. I might have to add some line in there...Also regarding TheJ's code: does the ERE have to be IN the senario (just dead) like the rebels will be?
I think we have to take Asaf's word for it. But if you figure out the Python console you might be able to use some lines of code to get readouts (return values) from the game. This is basically how you can verify them.how do I see if the Roman's ability works (btw there are no exceptions) or the germaniac one for that matter?
Ok, make a good run of this testing session and I'll work on the catapult construction code (its another module ) in the meanwhile. Once you're done testing the code you already have and I've been able to test the AI catapult stuff, then we can start adding to the Rebels mod-comp.We should add all of them in the next phase (I'll have created and tested them all by that time!)
Yeah, this would mean that the code was firing but it couldn't be executed. This can however also be achieved by adding print lines into the code at key locations and follow what gets posted in the Python Debug log. But I don't think you need to worry about that.During testing out my flags I was testing them on the rebel civ and as it wasn't in the WBS I had to just use custom game, this meant I didn't have all the civs in game... It came up with the exceptions relating to the ones which were not in the game... This should mean I will be able to see if the game is pciking up the roman and germanic powers... just exclude them from a game!
how do I see if the Roman's ability works (btw there are no exceptions) or the germaniac one for that matter?
I think we have to take Asaf's word for it. But if you figure out the Python console you might be able to use some lines of code to get readouts (return values) from the game. This is basically how you can verify them.