Ok, I admit, this has me completely stumped. I have a modular xml unit - the concept is a flagship that acts as a sort of force multiplyer. Every team only gets to build one of them. Anyway, it loads with no errors, AND I can even insert them into the game using world builder, everything works...
actually I have done a little with python, mostly just variations of existing bit and pieces. But I need a starting point. There is a cultural starting location python script, that set the South American cultures near jungles, northern European cultures near tundra, etc. But I don't see any way...
Not sure if this is possible, but is there a function that dictates how close or far human player are from each other when starting a new game? I would like to have human players "more or less" next to each other. The only thing I have seen that relates to starting distance so far is a "minimum...
Hi - you have to open the file: CIV4CivilizationInfos, then you can make leaders unavailable - I don't remember if you can set to 0, or if you have to delete them...
<Leaders>
<Leader>
<LeaderName>LEADER_WASHINGTON</LeaderName>...
OK, understood - The defining of constant is useful if you have a lot of net messages (like gods of old) for one or two its probably just as easy to set like this
iMessageID = 1
then in the onNetMessage
if ( iMessageID == 1 ):
Does any any other block of python have to be modified...
Hi - I should check my messages more often. Feel free to use as you like. I just found out that it doesn't work in MP mode, and am in the process of trying to correct this, so there will be a new version eventually...
OK, I think I've got most of this figured out, but had a few questions of why things are the way they are. It looks like there are 4 blocks within two files.
Block 1 in file CvMainInterface.py:
# Eliminates Religion from city
if (inputClass.getNotifyCode() == 11 and...
OK, let me see if Ive got this straight (and I'm not a programmer, so I am probably not using the correct terminology)
If you start with the gods of old mod:
The "action trigger" if you will, is within the CyMainInterface file. It basically watches for the widget that indicates a button...
I have a few easy changes in my mod that make the barbs more of a threat. All very easy XML
1. Give the barb leader a trait - I introduced a new trait "barbaric" that gives +1 happiness and health to all barb cities - bigger cities, more of a challenge. You could also give extra hammers so...
Ok, cool, I wanted to define a lot of that stuff as commands anyway, as I have some duplication in my mod. But how exactly does the mod net message work? Is there a mod somewhere that uses this command so that I could see how to use it?
Ah-hem
**nonchalant whistling**
After reading the guide to multiplayer modding I now suspect that the problem is not related to the sorenrand function, but rather to problems with global vs. local reference.
I am enclosing the code below. Actually just one function, but the others are...
OK, I am using the function within a button which I created according to the button tutorial. And it is conditional on the player being active: ie if the unit is active and the unit is in a certain position... But the button has to tie to this unit and conditions - so how would this work? I...
Hi - I've seen a lot of discussion that using the random number generator in python causes MP OOS errors. Has anyone found a solution to this? Is it related to the getSorenRand function, or random numbers in general (i.e. if you created a mathematical function from scratch that generated random...
The unit works ok with single player, but in multiplayer it causes an OSS value error "Games are no longer synchronized". It was a LAN connection, and we both have the same versions, etc.
Any idea what this is, how to correct, or how to figure out what it is?:p
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