Recent content by Chrill

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    adding specialist in capital

    actually i got it to work after I redid it all, dunno what caused the bug though...but it's 03.00 am so anything goes... either way if anyone would know how to make the Specialist random instead of static i would be very glad :) # Oligarchy Capital General (random???) player =...
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    adding specialist in capital

    1. I want a function in python that adds a Specialist for free in the capital under a certain civic. Kindow straight forward to add the specialist, the problems start when switching of the civic condition, i just try to "reverse" add the specialists in an unsophisticated manner... and I get a...
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    Capture Slaves

    Looking at the unit xml i have a few questions? Why is the Unit ai set to "UNITAI_SLAVE"? that AI type is not defined in the SDK and will probably not work? Haven't tested it out, but the AI will probably have no idea how to use this unit regardless if the function is defined in the XML. the...
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    Python AI depending of UnitAiType

    I've posted this somewhere else but maybe someone here can help. I liked The J's idea of adding python "AI" to tsentoms old python promotion. However I decided to toy around and try to improve the functions, focusing on what type of AI the unit is. However I ran into some problems with the...
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    Simple Python Things

    The J I liked your idea of adding AI to tsentoms old python promotion. However I decided to toy around and try to improve the functions, focusing on what type of AI the unit is. However I ran into some problems with the function: getUnitAIType if not pPlayer.isHuman(): if...
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    adding free buildings when settling

    After alot of fix trixing i got it to work. I loaded up the code in a new mod and the code worked, so i asumed there was some other interfering code... It appeared that the AIAutoPlay function that came with BetterBTSAi interfered with this code, in a way that it affected all computer players...
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    adding free buildings when settling

    I've already looked the RoM code over and so, however there's nothing there that tells me what wouln't make my code work ;( i just find it really strange that the code under OnCityBuilt only affect a human player... Again I'm a python amateur so ...
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    adding free buildings when settling

    it's not the logic that is flawed, it is that the function doesn't seem to affect the computer players at all. I.e. a human player settles and get buildings under the right conditions. The AI player under same condition do not get this effect, and I cannot figure out why at all, but my...
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    adding free buildings when settling

    so i made alittle python function to automatically add buildings to newly founded cities depending on some prereqs... It works perfectly fine for human players, however AI players doesn't seem to get the benefit of this ... And I'm kindow clueless to why... Any help would be appreciated...
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    Hi there! I saw that you uploaded 'Two Wood Resources' a while back, however the DL link is now...

    Hi there! I saw that you uploaded 'Two Wood Resources' a while back, however the DL link is now broken. I would be very interested in the Lumber resource for an own project of mine and haven't found any lumber resource elsewhere. It would be very much appreciated :)
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    Automatic unit upgrade

    okay it works now, you just forgot to change iSettlers to iSettlerClass in row 6. Otherwise seems to work just fine :) aweesooommeeee....
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    Automatic unit upgrade

    ok i found a quite easy way to autoupgrade the Settler unit to a Colonist unit (main reason for doing so is that the colonist unit adds buildings when settling, a fact that the AI would never actually bother to upgrade the unit...) One problem is that I can't seem to get a proper way to...
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    3.17 - Random Map Script is weird...

    I had the same problem within my own mod. The solution is in the python code in the cvMapGeneratorUtil.py. Just replace the old def initFractals(self): with the code below... Works like a charm ;) def initFractals(self): self.deserts.fracInit(self.iWidth, self.iHeight, self.grain_amount...
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    [BTS Module] Slaves

    I experienced some really strange Ai behavior from my workers when i tried the concept of the above mod (especially adding the XML changes that add slave specífic improvements). First of all the ai trains slaves in an endless loop really, they never build workers if they can. And regular workers...
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    Unofficial Patch for 3.19

    I found a small bug when scrolling through the various barbarian events in the cvrandominterface.py file . in cvrandominterface.py def getHelpThGoths1(argsList): should of course be (at least according to civ4eventinfos) (</3 typo errors): def getHelpTheGoths1(argsList):
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