Platy World Builder

platyping

Sleeping Dragon
Joined
Oct 22, 2010
Messages
4,626
Location
Emerald Dreams
Platy Builder 4.17b

Main Screen
Spoiler :




Unit, Promotions
Spoiler :



City Screen
Spoiler :



Red: Don't have it, Yellow: Have it for free (Monument from Stonehenge), Green: Built


Player, Team, Techs, Projects
Spoiler :




Add All Techs ignores Repeatable Techs


Units and Cities List
Spoiler :


Religions and Corporations
Spoiler :


Plot and Event
Spoiler :

Plot Yield ignores Improvements

Events can only be triggered given right conditions


Diplomacy
Spoiler :

Relationship: Capitulated > Free Vassal > None > Master


Game Data
Spoiler :


WB Data Save and Load
Spoiler :
Loading Special Effects
Code:
Platy Builder
bLoadSpecial=1
Version=11
Setting bLoadSpecial to 0 will disable the following:
## Team Abilities: MapCentering, MapTrading, OpenBordersTrading, IgnoreIrrigation etc
## Team Effects: NukeInterception, EnemyWarWearinessModifier, ExtraDomainMoves, ExtraRouteChange, ImprovementYieldChange
## Player Effects: GoldenAgeTurns, AnarchyTurns, Coastal Trade Routes, State Religion Building/Unit Production, CombatXP
## City Effects: ExtraHappiness, ExtraHealth, ExtraTradeRoutes, BuildingYieldChange, BuildingCommerceChange, BuildingHappyChange, BuildingHealthChange, FreeBonus, NoBonusCount

Barbarian Data
Team Data
Player Data

Player Data
Golden Age Turns
Anarchy Turns
Combat XP
Coastal Trade Routes
State Religion Unit Production Modifier
State Religion Building Production Modifier
Script Data

Team Data
Team Abilities (Map Centering, Gold Trading etc)
Nuke Interception
Enemy War Weariness Modifier
Extra Domain Moves
Extra Route Moves
Extra Improvement Yield
Free / Capitulated Vassal
Code:
VassalOfTeam=0, Type=FREE

Unit Data
Base Combat Strength
Extra Cargo Space
Immobile Turns

City Data
Defense Damage
Occupation Turns
Extra Happiness
Extra Health
Extra Trade Routes
Extra Building Yield
Extra Building Commerce
Extra Building Happiness
Extra Building Health
Free Bonus
No Bonus Access

Plot Data
Plot Culture
 
Hmm, Aloha PMed me that changing the population/culture of the city will crash to desktop.

I tried myself but no bugs occur even when the pop/culture jumps super high, see screenshot.

Anyone else encountered problems?
 
Awesome, simply awesome. Just what I need to improve my Scenerios!:goodjob:

I was actually in the process of trying to start and add some of my diplomacy trades into my own worldbuilder for Adv Diplomacy. I was going to eventually try and do memories. I'll post here if I can figure it out.
 
Currently adding Game Options editing into it.
Added Start Year and Current Turn, although both sounds useless to me, more like cosmetic features.
Added Max Turns but it ended up doing nothing, game continues after max turns dunno why.

The troublesome part is the game options.
I have succeeded in enabling/disabling them during game but then...
Thinking whether there is a need to add additional codes:
For instance,
If Always Peace is activated mid game, should it end all existing wars?
If No barbarians is activaed mid game, should all existing ones be killed?
One City Challenge is worse... should I remove all cities except for capital of every player?

Currently, all it does is activate/disable mid game, but do not affect existing stuff, so should I bother to write extra codes...
 
Hmm, Aloha PMed me that changing the population/culture of the city will crash to desktop.

I tried myself but no bugs occur even when the pop/culture jumps super high, see screenshot.

Anyone else encountered problems?

Really? Yesterday I built a city of 1 population, 0 culture, and then I opened the WB, either changing population to 100 or editing culture to 1000 would encounter a crash.:confused:
 
Version 2

What's New:

1) Changed Religion and Corporation from icon style to tag style.
So that big mods with disgusting amount of R&C will not take up too much space.
Ended up making Buildings tag style as well, since these are linked... lazy to analyze how to split.

2) Great People Progress
Changed my mind, removed normal units, Great People defined as units that can start golden age.

3) Civics
Split into different civic option groups.
Can handle up to 8 groups automatically, although interface may get screwed (need to adjust).

4) Added some more simple ones like Free Bonus and State Religion

5) Can change City Owner!!!

6) Added a pile of team abilities like ability to irrigate.

7) Route Change
A negative route change means you walk faster.

1) Added some other simple unit stuff like made attack or not

2) Can change Unit Owner!!!
Use at own risk, because during war time, changing it may capture a city directly for instance

3) Added whole chunk of Diplomacy stuff over here.
The Diplomacy screen is still there, just lazy to analyze...

4) Met Status
Can only set to "Met", not the only way round, pretty obvious why.

5) Memories
The number indicates how many memories of that happened, not the attitude.
For instance, one "Declared War" == -3 Attitude Points

6) Espionage, CounterEspionage, WarWeariness
Idiot Proof

7) Game Options
Parked here just to fill up the space.
Does not affect existing stuff, lazy to code.
For instance, Activating No Barbarians mid game, will stop Barbs from spawning, but not killing existing ones.

8) Damage %
Setting to 100% means the unit is killed when you exit the screen.
Good when there are 10000 units on the plot and you only want to kill a particular one.

Notes:
You can edit Diplomacy with Barbarian here!
Make Peace or set them as vassal if you bored.
 
Hi, Platyping. Glad to see you here. I incorporated your WB into the revolution mod and I encountered a crash (didn't try the original BTS). Help?
 
Hi Aloha, I suggest you try it without revolution mod first.
Since I am a one man team, I could not possibly have tested a new product 1000 times.
Thus, try and see if it works on BTS first for you.

If it crashes even on standard BTS, let me know.
If not, then probably you made mistakes merging python codes since I guess revolution should have python involved, but since I do not have the mod, no idea.
 
See if there are any bugs for me :D

Oh yeah, forgot to mention one fun thing.
You can actually revive dead players with the Change Owner function...
Change a City Owner to a dead player and necromancy has been done.
 
This is starting to become VERY interesting. Thanks a lot, platyping :king:
 
Sneak Preview... Havent Done the major codings yet.
 
Try any functions you like :D
Certain features like Sign Defensive Pact, will only be allowed if the 2 parties can sign open borders in the first place.
For instance, if either of them is a vassal, they have no signing rights, or if both of them do not have the necessary tech.
So these are not bugs, they are meant to be.

Current Defense is known to have rounding error, because CyCity.getDefenseDamage() can only take in integers, which may not give the exact Defense value input.

Bugs will be those that are obviously wrong, like setting a city as holy city of Judaism, yet it becomes Christianity instead.
Any python exceptions or CTDs let me know.

Once I done with Diplomacy screen, will upload the latest version.
Now trying to see how to check if a vassal is capitualised or freewill.
Thinking of checking all deals to see this.
(Who knows a better way can tell me :D)
 
Version 3

Whats New
Units and Diplomacy have been split into 2 different screens.
New Diplomacy screen replaces old BTS version.


1) Brand New Screen!!!
Although you can only see 2 players at a time this way, it looks better to me since you can just change to view any player easily rather than scroll left and right to search, for big mods with 50 Civs.
Also, easy view of how player A feels against player B and vice versa for all stuff like war weariness.

2) Vassal State
The old BTS Diplomacy only allows Capitulated Vassal or Master
This new version has 2 forms of Vassals (Free or Capitulated)
You can even switch a FVassal to CVassal or vice versa.

3) Added Counter Espionage Mod Points in.
By default BTS, it will be 200 when CE is performed.
Higher number means rival needs more Espionage Points to perform missions.

4) Open Borders and Defensive Pacts
Allows modder to sign/cancel these directly in this screen.

Notes:
Changing from Peace to War means player on left declare war on player on right.
Affects Attitude and Memory.

Since Diplomacy is gone from here, it looks quite empty, so add some more functions.

1) Immobile Timer
Just a simple function, prevents units from doing anything for X turns.
Good for scenarioes.

2) Grant All Promotions
Got too many Promotions to add? Click this.
Only promotions for this unit class, leader and tech pre-requisities still apply.

3) Clear All Promotions
Clicked on the above by mistake? Click this.
Removes free ones as well, like those from traits.

4) Duplicate
Want to create multiple copies of a special unit like Modern Armor with name "Fatso", Strength 100, All Promotions, yet don't want to edit the same old thing 100 times?
Click this.

The final step will be to take out the player/team data from city data and park them... somewhere.
Then try to make the building icons appear back :D
Same for the game options.
 
Platyping, my BTS version is 3.19, and as you have said it crashes even when I only load the WB as a mod with no other modification.
Here is a saved game as you requested.
 

Attachments

  • Old Master BC-4000.CivBeyondSwordSave
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No diff, no crash on my com.
Let's wait and see if others got crash then...
 
Sneak Preview Part 2:

Couldn't manage to figure out the building edit button style of default World Building.
Thus, managed to do this instead.

If there are more buildings than shown in the screen, there will be a scroll bar.
3rd screenshot shows how it looks using my Gigapack as example.
So far so good, works as intended, now trying to see if possible to sort by alphabetic order.

Currently, Wonders are already sorted by National Class followed by World Class.
 
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