Wonder Ideas for C2C

Vokarya

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Joined
Mar 25, 2011
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6,279
Hello everyone,

I have been inspired to create some Wonders that are not currently in the game. I have two that are completed and working, and then I have a bunch more ideas that are currently incomplete.

The first wonder is the Palace of the Soviets. I don't have a building model for this wonder, but it works without a building. I did create a Wonder movie for the Palace.

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The second wonder is the Shaolin Temple. It seems to me like there was a Shaolin Temple in a very early version of this mod, but it isn't there now and I feel it fits so perfectly with the Martial Arts technology that I built one. I used a Shaolin Temple movie from another thread on this site and I used Wudang Mountain for the building.

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Of course, the Shaolin Temple comes with Shaolin Monks. The model is actually a reskin of the Taoist Alchemist (missionary). I changed the robe colors and shaved the head. I felt the bearded Alchemist was a better fit than the Buddhist missionary. They use the missionary animations as well, so if they are defending and win, they just stand there while the enemy falls over dead.

View attachment 309469

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What is the best way to compress the files and make them available? I have ZIP files of both right now, but the Palace is about 14 megs and Shaolin is 4 megs, so I think they are too big for a regular post.
 
I have another Wonder that I have finished the movie for. This is the Field of the Cloth of Gold. I want this to grant a one-time +3 relations bonus with every leader you have met. I looked at the Python code for the Ishtar Gate and the Best Defense quest to figure out how to do this, but I am missing something because the bonus is not triggering when I build the Wonder. How do I trigger the Python function? I have a feeling there is another file I need to modify.

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I have another Wonder that I have finished the movie for. This is the Field of the Cloth of Gold. I want this to grant a one-time +3 relations bonus with every leader you have met. I looked at the Python code for the Ishtar Gate and the Best Defense quest to figure out how to do this, but I am missing something because the bonus is not triggering when I build the Wonder. How do I trigger the Python function? I have a feeling there is another file I need to modify.

You need to tell BUG about the Python. This is done in the config folder look at the ishtar.xml and init.xml files for a clue.;)
 
I keep forgetting to answer your first question - where to post your wonders.

If they are bigger than the CFC limit we use all sorts of free sites eg AtomicGamer, FileFront and MegaUpload. Any would be fine.

One thing to note is that StrategyOnly prefers to have a static wonder movie also. The static movie is put in the down load version to keep the file small.

One of the things I am currently working on is making sure every wonder and national wonder has at least a static movie and then making static movies for all the ones that only have non static movies.
 
One thing to note is that StrategyOnly prefers to have a static wonder movie also. The static movie is put in the down load version to keep the file small.

Okay, I will have to work on static movies. The movies I have made so far are animated and about 30 seconds long each.
 
Another question: What is currently going on with the Culture (X) buildings? I have put in the building text for these buildings so I can get the appropriate bonuses (like +50% speed for Palace of the Soviets with Culture [Russian]), but if there's going to be any changes, I can just delete the text.
 
Another question: What is currently going on with the Culture (X) buildings? I have put in the building text for these buildings so I can get the appropriate bonuses (like +50% speed for Palace of the Soviets with Culture [Russian]), but if there's going to be any changes, I can just delete the text.

I can add it to my Embassy mod since I am currently adding more culture wonders. I just to need to know when its added to the SVN and then the building tag.
 
OK, here are the ZIP files for the first two Wonders I proposed. These both have static Wonder Movies included. I am still trying to figure out the Python for the Field of the Cloth of Gold. I took out the Embassy text for both wonders: Shaolin should be added to China, and the Palace of the Soviets to Russia.

If anyone else wants to try them, they should work if they are uncompressed and placed in the Wonders folder. Let me know if there are any issues.
 
You need to tell BUG about the Python. This is done in the config folder look at the ishtar.xml and init.xml files for a clue.;)

Okay, I'm trying that and I'm not sure what I am doing wrong. This is what I did. I added this line to init.xml:
<load mod="FieldGold"/>

Then I have a FieldGold.xml file in the Config folder. I pretty much copied it directly from Ishtar.xml.
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
Tsentom1's python wonders - The Istar Gate
Adapted to the Field of the Cloth of Gold
-->
<mod id="FieldGold" module="FieldGold">
<event type="buildingBuilt" function="onBuildingBuilt"/>
</mod>

This is the FieldGold.py file I put in the Python folder:

Spoiler :
## Sid Meier's Civilization 4
## Copyright Firaxis Games 2005
##
##
## Field of the Cloth of Gold
##
## When the Field is built the player gets +3 relations with all other players already met.

## Dancing Hoskuld
##
## Converted to BUG/WoC standard
##

## Adapted from Ishtar.py by Vokarya


from CvPythonExtensions import *

import CvUtil
import sys

# globals
gc = CyGlobalContext()

###################################################


def onBuildingBuilt( argsList):
'Building Completed'
pCity, iBuildingType = argsList
game = gc.getGame()


## Field Start ##

if iBuildingType == gc.getInfoTypeForString( 'BUILDING_FIELD_GOLD' ):

pPlayer = gc.getPlayer(pCity.getOwner())
iTeam = pPlayer.getTeam()
pTeam = gc.getTeam(iTeam)

for iPlayer in range(gc.getMAX_CIV_PLAYERS()):
loopPlayer = gc.getPlayer(iPlayer)
if loopPlayer.isAlive() and iPlayer != kTriggeredData.ePlayer:
loopTeam = gc.getTeam(loopPlayer.getTeam())
if loopTeam.isHasMet(gc.getPlayer(kTriggeredData.ePlayer).getTeam()):
loopPlayer.AI_changeAttitudeExtra(kTriggeredData.ePlayer, 3)

## Field End ##

The spaces in the last 2 "ePlayer"s are not in the code. I don't know why the board is putting them in.


What I'm getting from the game when I try to start it is:
"BugConfig - failure parsing C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Config\FieldGold.xml at line 7". This line is the <event type="buildingBuilt" function="onBuildingBuilt"/> line from that file. I copied it directly from the Ishtar.xml file, so I am not sure why the game is having an error with my file and not the other. Is there another file I have to modify?
 
If you are showing code it is better to use the code tags rather than just including it as text since the forum removes extra spaces and tabs. Python uses spaces and tabs as part of the code. The # icon in the advanced thread tool bar is good. That way I can see what is going on. Either that or post the python file here and I will have a look.
 
If you are showing code it is better to use the code tags rather than just including it as text since the forum removes extra spaces and tabs. Python uses spaces and tabs as part of the code. The # icon in the advanced thread tool bar is good. That way I can see what is going on. Either that or post the python file here and I will have a look.

OK, I didn't know about the code tag. Here is the code I used for the FieldGold.py file:
Code:
## Sid Meier's Civilization 4
## Copyright Firaxis Games 2005
##
##
## Field of the Cloth of Gold
##
## When the Field is built the player gets +3 relations with all other players already met.

## Dancing Hoskuld
##
## Converted to BUG/WoC standard
##

## Adapted from Ishtar.py by Vokarya


from CvPythonExtensions import *

import CvUtil
import sys

# globals
gc = CyGlobalContext()

###################################################


def onBuildingBuilt( argsList):
	'Building Completed'
	pCity, iBuildingType = argsList
	game = gc.getGame()


## Field Start ##

	if iBuildingType == gc.getInfoTypeForString( 'BUILDING_FIELD_GOLD' ):

		pPlayer = gc.getPlayer(pCity.getOwner())
		iTeam = pPlayer.getTeam()
		pTeam = gc.getTeam(iTeam)

		for iPlayer in range(gc.getMAX_CIV_PLAYERS()):			
		loopPlayer = gc.getPlayer(iPlayer)
		if loopPlayer.isAlive() and iPlayer != kTriggeredData.ePlayer:
			loopTeam = gc.getTeam(loopPlayer.getTeam())
			if loopTeam.isHasMet(gc.getPlayer(kTriggeredData.ePlayer).getTeam()):
				loopPlayer.AI_changeAttitudeExtra(kTriggeredData.ePlayer, 3)

## Field End ##
 
I have posted your wonders on the SVN but in the wrong folder. I will create a set of folders for you and fix it.

My version of the Ishtar Gate is different using some simpler code. Given you are using getMAX_CIV_PLAYERS(), I expect that the problem is that you are not checking for the barbarian civ. My version is in Python/tsentom1 folder. Platyping recently posted a wonder that does something vaguely similar using getMAX_CIV_PLAYERS().
 
I have posted your wonders on the SVN but in the wrong folder. I will create a set of folders for you and fix it.

My version of the Ishtar Gate is different using some simpler code. Given you are using getMAX_CIV_PLAYERS(), I expect that the problem is that you are not checking for the barbarian civ. My version is in Python/tsentom1 folder. Platyping recently posted a wonder that does something vaguely similar using getMAX_CIV_PLAYERS().

Actually, I think I am missing modifying a file somewhere, because I am still getting the BugConfig error message when I start a new game to try out the Field. I don't think the Python even gets a chance to trigger.

This is my FieldGold.xml file that I put in the config folder.

Spoiler :
Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
    Tsentom1's python wonders - The Istar Gate 
		Adapted to the Field of the Cloth of Gold
-->
<mod id="FieldGold" module="FieldGold">
  	<event type="buildingBuilt" function="onBuildingBuilt"/>
</mod>

I took this code straight from Ishtar.xml. The error message says it is having trouble at line 7, which is the event line. The only other file that I modified is init.xml. Is there another file that needs to be modified, or is there something else I need to do?
 
Well, while I'm figuring out the Python issue, here are two more naval base Wonders. They go together, since they have the same technology requirements, same cost, and go obsolete at the same time... but they can't be built in the same city.

The first is Pearl Harbor.

View attachment 311239
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The second is Scapa Flow.

View attachment 311241
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I designed these around the idea of them being naval BASES, not dockyards, so they don't benefit the building of units. They benefit repairing them, though. I would like to limit Scapa Flow to be able to only repair naval units, and Pearl Harbor to repairing naval and air units. How difficult would it be to create a <DomainHealRateChange> tag in the XML?

Let me know what you think of these.
 
They look really cool, I think Scapa Flow and Palace of the soviets could definately use a nerf in my opinion. -50% maintainence in all cities & +25% defense in all cities, it should be -50% maintainence in 6 biggest cities and +10% defense or something like that. Thats my 2 cents anyway.
 
Sorry, I have not had chance to work on anything the last couple of days.

What plans do you have for the Shaolin Monks? We have western specialist Monks which are defensive and health care units. Do you want the Shaolin Monks to merge into the health care units at later technologies?

Unfortunately healers heal all units there is no mod available to allow them to specialise on different units. Although I think that in C2C this may work, in other mods it would be too complex.
 
They look really cool, I think Scapa Flow and Palace of the soviets could definately use a nerf in my opinion. -50% maintainence in all cities & +25% defense in all cities, it should be -50% maintainence in 6 biggest cities and +10% defense or something like that. Thats my 2 cents anyway.

I don't think you can reduce maintenance in only a certain number of cities. I could limit the maintenance lowering to just the number of cities, but I'd like to see if anyone else has an opinion. One thing to keep in mind is that the Palace shuts off if you switch off the Marxist civic.

The +25% defense from Scapa Flow is equal to Chichen Itza's bonus. 25% is about two extra bombardments from any of that era's Siege Weapons (Heavy Cannons, Light Artillery, Artillery). I'd like the bonus to be significant enough that you have to take the Wonder into account when you attack that civilization. What would be really nice is instead of that, there was a movement bonus for any naval unit that started its turn in that city, but I don't think that's possible.
 
What plans do you have for the Shaolin Monks? We have western specialist Monks which are defensive and health care units. Do you want the Shaolin Monks to merge into the health care units at later technologies?

I wanted the Shaolin Monks to be a really good city defense unit (compared to the Guard, they have +3 Strength, and have free promotions, but they're limited to being built in the Shaolin Temple city) that could heal a little. The Shaolin Monks upgrade to City Guard. I was intending them to be part of the Town Watchmen-Guard-City Guard line.

I feel that once gunpowder units become available, martial arts start to fall by the wayside. I think it's kind of odd that the Training Dojo/Master's Dojo don't go obsolete until Homo Superior in the Transhuman Era, even though their benefit only applies to Melee and Recon units, and only the Recon units get the bonus once Arquebusiers/Musketmen come on the scene.

I noticed in v19 the Medic promotion line is available again to most military units -- is that intended or did something get broken? The Shaolin Monks have Medic I so they can heal a little, and when I first thought up the idea, most military units couldn't get any Medic promotions. The Monks would NOT be able to upgrade to Medic II or III since Herbal Cures (I thought) would be required to actually promote a unit to Medic without the promotion as a bonus (either assigned in the unit code or from something like Red Cross).
 
I wanted the Shaolin Monks to be a really good city defense unit (compared to the Guard, they have +3 Strength, and have free promotions, but they're limited to being built in the Shaolin Temple city) that could heal a little. The Shaolin Monks upgrade to City Guard. I was intending them to be part of the Town Watchmen-Guard-City Guard line.

I feel that once gunpowder units become available, martial arts start to fall by the wayside. I think it's kind of odd that the Training Dojo/Master's Dojo don't go obsolete until Homo Superior in the Transhuman Era, even though their benefit only applies to Melee and Recon units, and only the Recon units get the bonus once Arquebusiers/Musketmen come on the scene.

I noticed in v19 the Medic promotion line is available again to most military units -- is that intended or did something get broken? The Shaolin Monks have Medic I so they can heal a little, and when I first thought up the idea, most military units couldn't get any Medic promotions. The Monks would NOT be able to upgrade to Medic II or III since Herbal Cures (I thought) would be required to actually promote a unit to Medic without the promotion as a bonus (either assigned in the unit code or from something like Red Cross).

OK.

I am not happy with all units being able to get the medic promotion, I think it unbalances the game, since it is not a self heal but an all units heal. However I was voted down.
 
I am not happy with all units being able to get the medic promotion, I think it unbalances the game, since it is not a self heal but an all units heal. However I was voted down.

Explain more pls?
 
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