Only minor changes related to the new magic systemI was wondering though if there are any current changes in the works for them other than the yield change fix listed in the 9.0 change log.
Only minor changes related to the new magic systemI was wondering though if there are any current changes in the works for them other than the yield change fix listed in the 9.0 change log.
Would anyone know the old code for restricting basium until hyborem comes?
I belive it's python.. but I wouldn't know how to start this code..
I always found this un-flavorful.
Thank you in advance to anyone that helps.
Would anyone know the old code for restricting basium until hyborem comes?
I belive it's python.. but I wouldn't know how to start this code..
I always found this un-flavorful.
Thank you in advance to anyone that helps.
if eBuilding == gc.getInfoTypeForString('BUILDING_MERCURIAN_GATE'):
if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_HYBOREM_OR_BASIUM):
return True
if pPlayer.getStateReligion() == gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL'):
return True
if pCity.isCapital():
return True
if pPlayer.isHuman() == False:
if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_EVIL'):
return True
for iTeam in range(gc.getMAX_TEAMS()):
eTeam = gc.getTeam(iTeam)
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_INFERNAL_PACT')):
iCount = iCount + 1
if iCount > 0:
return True
to be honest i would not even go that route and make civ specific techs, for one it clutters the screen for all civilizations and the ai might get problems with it.
if you want to reassign the availability for your troops i would just give them different tech prerequisites. i don't know where your problems are, but adding new techs can be easily done although i don't know if the techtree xml works modular. i once added new techs in a prototype modmodmod and it worked fine by editing the original techtree xml.
Well, I don't know how to restrict Basium until Hyborem comes, but I think you could make that Mercurian's Gate can be built only after Hyborem comes. IIRC, old versions of FfH used this kind of rule. But Kael changed it because it placed player's choice into AI.
The code is in CvGameUtils.py, def cannotConstruct(self,argsList):
Original code
Code:if eBuilding == gc.getInfoTypeForString('BUILDING_MERCURIAN_GATE'): if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_HYBOREM_OR_BASIUM): return True if pPlayer.getStateReligion() == gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL'): return True if pCity.isCapital(): return True if pPlayer.isHuman() == False: if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_EVIL'): return True
Additional code under the last line (more or less like this)
Code:for iTeam in range(gc.getMAX_TEAMS()): eTeam = gc.getTeam(iTeam) if eTeam.isHasTech(gc.getInfoTypeForString('TECH_INFERNAL_PACT')): iCount = iCount + 1 if iCount > 0: return True
I wanted to reverse engineer the Pact of Nilhorn, because I want to create rituals to bring some named units into the game. I quickly located the CIV4ProjectInfo.xml, but in case you do not want the project to intercept any nukes etc., the effects I wanted are not defined there.
But were are the effects of rituals (world projects) defined?
is the modules Folder specific to wildmana or is there one anywhere?XML: Making a Module to add/change game Elements
Allmost all Game Information is stored in an XML database. How much movement a warrior has, what civilizations exist, the Name of a Leader, etc. The base Files are in the Assets\XML subfolders, however many files are updated by XML Modules in the Modules Folder.
In modmodding XML changes should always be done modular. The huge advantage is that modular changes persist even if the main mode is updated to a later patch. There are two elements however which cannot be made modular: Randomevents (eventinfos.xml and eventtriggerinfos.xml) and Rituals (projectinfos.xml) [Rituals can be done modular with Wildmana 9.0]
The ModularLoadingControls XML files that you see in a few folders aren't necessary. They can be used to force the game to load one folder before the other.
I would say that you have to inspire yourslef from the way it is done in FFH:
there are only 2 issues for exporting to other mods:thank you Calavente for your quick and competent reply.
You know a lot of thing on modding, unfortunaly for what i understand of modding, FFH2 is far too big and complex for me to start with
My idea is to simply realize an item and add it in vanilla or in other mod.
I have to find another way..