Denev's advanced rules mod

Can they all work on Wilmana?

Thanks for your interest for my works.
"Refined Defensive Strikes" and "Spell Interrupt Unit Cycling" is already included by Wild Mana.
I will not merge my works with Wild Mana, because I'm just component modmodder and Wild Mana is not my works but Sephi's.

If Sephi likes other my works, he may adopt them in the future patch.
I hope so, if you too, please offer it to Sephi. ;)
 
Hey denev, can you advise where i can look up WidgetTypes.WIDGET_CHANGE_SPECIALISTS is? I was trying to change the way specialist are shown in the city screen from faces to numbers instead but i ran into this code snippet and i can't find where it is...thanks!~
 
Hey denev, can you advise where i can look up WidgetTypes.WIDGET_CHANGE_SPECIALISTS is? I was trying to change the way specialist are shown in the city screen from faces to numbers instead but i ran into this code snippet and i can't find where it is...thanks!~

If you want to show something in the city screen, you should change "CvMainInterface.py" itself.
WidgetTypes.WIDGET_CHANGE_SPECIALISTS just shows mouseover help (tooltip).

Goodluck! :thumbsup:
 
Am I assuming correctly that using the five total patch 'm' mod-mods in the first post of this thread would require merging of Python, XML and a new recompiling of merged DLL source? I think FfH2 Unofficial Bug Fix 003 makes a lot of welcome improvements and I have already installed it on base FFH2 patch 'm'. =) However I would think from looking at the files in the various ZIP archives that a manual merging would be required to get all your patch 'm' mod-mods working at once - is this correct? :)

Thanks for your hard work on all these mod-mods, and keep up the good work! :king:

Best regards,
Steven.
 
Thanks for merging all your patch 'm' mod-mods! :) Were you able to fix the religion flipping bug? If not, you might want to use some or all of the FFH2 patch 'm' newer version of Civ4LeaderHeadInfos.xml (with all the relevant Wild Mana changes merged in), available at http://forums.civfanatics.com/showpost.php?p=8886171&postcount=3241. There is some evidence that it can significantly reduce the amount of religion flipping, so you might want to have a look through it, and perhaps merge it with some of your mod-mods. =)

Thanks again for all your hard work! :king:

Best regards,
Steven.
 
Were you able to fix the religion flipping bug?

Probably, I was able to fix.
I believe the religion flipping bug comes from WildMana religion engine. Sephi has already disabled that function at his own modmod.

If you see flipping bug again with my modmod, please report me.
Anyway, thanks for your suggestion! :D
 
Actually I am using your fix :D

Wow, really?
Actually I don't check your latest patch yet.

I can not have conviction that my unofficial patch (already released SDK) resolves religion flipping issue.
But if it is something to help for you, I am glad. :D

My total merged modmod (SDK is not released yet) have another approach from yours to decide state religion.
It is based on original BtS method.

Working to improve AI is very hard, but very interesting.
It's a bottomless pit!! :eekdance:
 
Thanks denev, now you've even updated your mod-mod with all the other of your improvements! =)

What I'm looking to edit now is War Weariness settings for different civs, units, types of units and WW for enemy/friendly units killed (especially outside home territory). Do you know which XML file/s I need to look at?

Best regards,
Steven.
 
What I'm looking to edit now is War Weariness settings for different civs, units, types of units and WW for enemy/friendly units killed (especially outside home territory). Do you know which XML file/s I need to look at?

XML can change only the following two points about war weariness. (IMHO)

First, warmonger civ or pieceful civ.
For example, Infernal's Palace reduces War Weariness completely in their all cities.
Elohim Palace increases War Weariness +20% in their all cities.
You can customize civilization's war weariness in a similar way. Please see CIV4BuildingInfos.xml.

Second, normal unit or no war weariness unit.
No war weariness unit is Fireball and Mercenary.
Please see <bNoWarWeariness> at CIV4UnitInfos.xml.

If you want to customize more, you have to edit python or SDK.
 
I was just looking through your code and noticed you have a few spots like this,

Code:
		if iBuildingType == gc.getInfoTypeForString('BUILDING_INFERNAL_GRIMOIRE'):
##--------		Unofficial Bug Fix: Modified by Denev	--------##
#			if CyGame().getSorenRandNum(100, "Bob") <= 20:
			if CyGame().getSorenRandNum(100, "Bob") < 20:
##--------		Unofficial Bug Fix: End Modify			--------##

,where you're just changing it from <= 20 to < 20. Any particular reason for these changes?
 
I was just looking through your code and noticed you have a few spots like this,

Code:
		if iBuildingType == gc.getInfoTypeForString('BUILDING_INFERNAL_GRIMOIRE'):
##--------		Unofficial Bug Fix: Modified by Denev	--------##
#			if CyGame().getSorenRandNum(100, "Bob") <= 20:
			if CyGame().getSorenRandNum(100, "Bob") < 20:
##--------		Unofficial Bug Fix: End Modify			--------##

,where you're just changing it from <= 20 to < 20. Any particular reason for these changes?

Because with the way rands work in Civ, <=20 actually gives a 21% chance. 0 counts as a valid value; A rand out of 100 is anything from 0 to 99.

So actually, his change makes it more in keeping with the original intent. :p
 
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