Snaitf's First Contact

Snaitf

Chieftain
Joined
Nov 28, 2005
Messages
76
Simple mod that makes it such that when you initiate dialogue with another civ, you automatically get introduced to any other civs that he knows and you don't. And vice-versa.

I made this because the trading of first contacts is missing in my opinion, i liked that about III
 

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there might be, I haven't gone through all the diplomacy code yet, but this took 5 lines of code in one file to implement, making tradeable would be a lot of work and that's IF it is possible. I agree though, making it tradeable would be much better, but for the time being, this is what I have, probobly not many people wanting this, but better to share than just to sit on it...
 
exploration is already alot easier in civ4 than civ3. this will make it almost obselete. trading would be a much better option.
 
Sort of resurrecting this thread but does this mod alter the gameplay in any way?
 
Yes, obviously, it puts you in contact with civs that you haven't met.
 
*BUMP*


Since Snaitf is MIA....

Can someone make this compatible with 1.61 Patch?

(I am not Python Proficent :D )


thanks!
 
I don't have time to upload a new version of this, but it shouldn't be hard to do, there is just one small block in the init of the CvDiplomacy.py file. I will look into it more tomorrow and will toss up a new version that uses Dr Elmer Jiggle's CustomEventManager and will prob add atleast an on/off ini option. :)
 
Jeckel said:
I don't have time to upload a new version of this, but it shouldn't be hard to do, there is just one small block in the init of the CvDiplomacy.py file. I will look into it more tomorrow and will toss up a new version that uses Dr Elmer Jiggle's CustomEventManager and will prob add atleast an on/off ini option. :)



thx!

(once I get the python working... merging them all in one mod I can upgrade to 1.61 and test all these tweaks! :p )
 
K, I cut Snaitf's modification from the old file and put it into the v1.61 file. I tested it one time and it worked, so here ya go, I don't forsee any kind of problems with it. :)

I didn't do anysort of rewrite at all, just basicly verified it to be Civ4 v1.61 compatable. However, if I get some free time I plan to revamp this a bit by moving it from the CvDiplomacy.py file to its own module and having it called with the onFirstContact event, that way it will be more easyly combined with other mods, but that will be later, and only if I get some free time. :cool:
 

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Jeckel said:
K, I cut Snaitf's modification from the old file and put it into the v1.61 file. I tested it one time and it worked, so here ya go, I don't forsee any kind of problems with it. :)

I didn't do anysort of rewrite at all, just basicly verified it to be Civ4 v1.61 compatable. However, if I get some free time I plan to revamp this a bit by moving it from the CvDiplomacy.py file to its own module and having it called with the onFirstContact event, that way it will be more easyly combined with other mods, but that will be later, and only if I get some free time. :cool:


since CivMore Mod doesnt use the CvDiplomacy.py file it is as simple as just putting the new v1.61 version in the mod.... :goodjob:

thanks a bunch! your the best! :king:


now I'll just have to test it MP.... :mischief:



hhmmm all I need now is to learn how to merge that pesky Unit Allegiance mod.... but I have no python skills! :sad:


anyway thanks again! :D

I'll keep you posted on how it works in MP
 
It doesnt work in MP :sad:

after a few turns I got the OOS error :cry:


so I took it out and I didnt get the error anymore

thought you'd like to know Jeckel
 
Hmm, that is bewildering.. :(

It is hard, cause I can't play any online games due to my dialup connection. I will try and get a buddy over with his laptop and test this in a LAN game maybe, and I will look over the code again and see if I missed something.. but if that doesn't work I may have sussed defeat and hope someone with greater knowledge can enlighten us both.. but I haven't given up yet and will see what I can do. :)

EDIT: Err, I confused this with the wrong thread. I haven't checked this for any type of OOS erroristic things, but after i posted the above file I went ahead and rewrote this mod. I still have to polish it off a little, but I'll be posting it up this weekend and will link to its thread from this one. :D
 
Jeckel said:
...It is hard, cause I can't play any online games due to my dialup connection. I will try and get a buddy over with his laptop and test this in a LAN game maybe, and I will look over the code again and see if I missed something.. but if that doesn't work I may have sussed defeat and hope someone with greater knowledge can enlighten us both.. but I haven't given up yet and will see what I can do. :)

well Ive been posting on alot of different threads about MP and OOS so.... NP :)


thx for all your help anyway :D


Jeckel said:
EDIT: Err, I confused this with the wrong thread. I haven't checked this for any type of OOS erroristic things, but after i posted the above file I went ahead and rewrote this mod. I still have to polish it off a little, but I'll be posting it up this weekend and will link to its thread from this one. :D


ah... great to hear....

I have one more request... can you please mark off your modifications so I can examine it? I'd like to see what you did and maybe duplicate it in other python apps :mischief:


NOTE: I wish I could merge the unit alliegence mod with the CivMore mod to test the random generator but I cant python code to save my life :sad:


AGAIN thx for all your efforts (especially after you revealing you have to use dialup!)

hail to the :king: !!!
 
I am willing to look into how to make contacts tradable, as in Civ3, not because it makes sense in regular Civ4 (IMHO it doesn't) but so we can use it in our scifi mod (see my sig). This will likely require SDK work as some AI programming is probably required.

One question before I go ahead, however: what is a contact "worth"? How should the AI value it before trading it off?
 
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