streetdog
Chieftain
- Joined
- Mar 6, 2009
- Messages
- 74
Hello guys,
In the original civ4 i used to bypass the fail with the following solution (as one forum member suggested long ago):
However in c2c i noticed that this has been changed to this:
Any solutions to set the missionary success rate to 100% with the new code?
In the original civ4 i used to bypass the fail with the following solution (as one forum member suggested long ago):
Code:
def onUnitSpreadReligionAttempt(self, argsList):
'Unit tries to spread religion to a city'
pUnit, iReligion, bSuccess = argsList
iX = pUnit.getX()
iY = pUnit.getY()
pPlot = CyMap().plot(iX, iY)
pCity = pPlot.getPlotCity()
###100% chance of spreading start
if pUnit.getOwner()==pCity.getOwner():
if not bSuccess:
pCity.setHasReligion(iReligion,True,True,True)
###100% chance of spreading end
However in c2c i noticed that this has been changed to this:
Code:
def onUnitSpreadReligionAttempt(self, argsList):
CyUnit, iReligion, bSuccess = argsList
if not bSuccess:
iPlayer = CyUnit.getOwner()
aWonderTuple = self.aWonderTuple
if "FA_MEN_SI" in aWonderTuple[0]:
if iPlayer == aWonderTuple[4][aWonderTuple[0].index("FA_MEN_SI")]:
CyCity = GC.getMap().plot(CyUnit.getX(), CyUnit.getY()).getPlotCity()
CyCity.setHasReligion(GC.getUnitInfo(CyUnit.getUnitType()).getPrereqReligion(), True, True, True)
Any solutions to set the missionary success rate to 100% with the new code?