possible mod idea: Interludes implementation

troyDoogle7

Warlord
Joined
Oct 26, 2005
Messages
247
Hi guys...
We are currently adding some capabilities to the smac mod, when it dawned on me that this would make a really great mod component for everyones mods.

I wonder if any of you are interested in working on the following with me....

History has been driven by some of the greatest stories told to man... Cleaopatra and Anthonys relationship causing an empire to fragment, Helen of troy causing a war with her beauty...even Christopher columbus setting out to win a bet and discovering the new world. I am sure that even in your own games, there has been a story of lets take down alexander because he did ...... insert event...
What if your civ game, could encourage and embrace these....

In the old Smac, there were interludes which would push the story along and allow you to really be drawn into the world. Perhaps we can go someway to match that....

What I propose is the following:
version 1: interlude mod comp
1. Creation of python based event interludes which would be user configurable via xml to allow for future modability.
2. Structure would be the following:

new file EventInterludes.xml
<begin EVENT>
<Event name> TEXT_KEY_EVENT_INTERLUDE
<Event text Lorem ipsummmsedf dsfwre>
<event image> Artwork_interlude
<event boxbackground> Artwork_ancient
</EVENT>

Using that file and the relevant python we can add an existing take to buidinfos or unitinfos which will allow a new interlude to fire, when a user builds a wonder or a building....

eg... on building a colleseum in Rome... the following interlude will show... Congratulations caear, we have built the colleseum to show your glorius games... We have dispatched an envoy to Egypt to request Cleopatra to visit your games...

Feedback, thoughts, concerns....... Let me know...

EDIT: Impaler has suggested that it could be based on Great Persons Mod:
http://forums.civfanatics.com/showthread.php?t=153506
 
I no one is interested in doing this with me can someone at least tell me how I can open a window and put some text in it when a python event occurs.. I can work out the rest!
 
I used python wonder triggers (calling them manually) to fire off movie interludes in one of my mods.
 
can you post up the code here... I will adapt it for use.. the nice thing is that eventually you will be able to use it to fire wonder movies.. text boxes or even a regular newspaper popup a la simcity from xml.

if the community can offer any help advice or preferably code.. I would be really grateful
 
Basically I am happy to get this thing going but I am struggling to find out how to start. Can anyone give me some pointers if they can't help out at the moment.

I need to have a standard window open with some text and a close button.

Really simple...
It can be launched when anything is built...
 
Sorry, been busy. I'll get to this, just need a little time. It'll be a loooooooooooooong post. :)
 
i was thinking something like this myself the other day. i was playing against Greece as Carthage and they and the romans tag teamed me and Brennus (each of us were allies) and i laid siege to Troy and Athens and Corinth and eventually took all three and knocked greece out, and then there was a lot of fighting because the romans were just gutting the celts' homeland and finally we won. i had forgotten a lot of major things and i thought it would be cool to have an "evolved interlude" like in SMAC which would summarize the major events. i am totally ignorant of python scripting though, so i don't know if this kinda thing would be popular to add into the story.

good luck with this though!
 
The Great Person mod is probably a good source to build off of, it already pops up a Picture in response to a game even. Shoud be simple to extend the code to a more universal type of pop-up generator that can link a particular event with an image, text and probably sound as well
 
Impaler[WrG];5005091 said:
The Great Person mod is probably a good source to build off of, it already pops up a Picture in response to a game even. Shoud be simple to extend the code to a more universal type of pop-up generator that can link a particular event with an image, text and probably sound as well

Yes, but in this case the work is all done - the game plays a wonder movie anyway. He can replace that movie in the xml with another movie - and not need to learn python if he does not want to. (Not that I think creating a movie would be easier. :lol:)

But, if someone ever needs to create a new popup, please use that code. Don't ever create something that pops up immediately in response to an event. You have to wait for the player to be active. The mod now uses the game's built in queue for such popups. The original creators of that mod must never have tried hotseat multiplayer. :lol:
 
lol. Using xml is old, try something cooler. ;)

Instead of using up wonder movie slots, why not just load a file?

When you call the wonder movie popup through python make arguement 1 = 4. Then in the "#Play a movie" section use this:

Code:
                elif self.iMovieType == 4:
                        screen.playMovie("Art/Movies/Intros/intro.bik", self.X_WINDOW + self.X_MOVIE, self.Y_WINDOW + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, -2.3 )

It'll play the file pointed to.
 
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