Recent content by Snaitf

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    Snaitf's Hawa`i Civ

    I beleive there was someone with a name very similar, but Kamehameha was actually the name of a royal family of Hawa`i
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    Snaitf's Great General

    Not only makes your life easier, but if I have to change something makes it easier for me too :p
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    Snaitf's Great General

    The Military Academy bonus will stack with the barracks bonus, giving you both...
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    Welcome to the future MOD

    Sounds promissing to me, I always thought the game should go further into the future than it does...
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    quick question!

    XML/Text/CIV4GameTextInfos.xml
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    Snaitf's Unit Allegiance Mod

    actually, yes, that's doable. Maybe just another check in the py file to see if you have slavery enabled, and if so, there's a 10% chance to get a 'slave worker' (new unit w' -50% efficiency) and if you ever switch to emancipation you loose all your 'slave workers', not a bad idea, I might have...
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    Need help with specialist problem

    NP, glad to help :goodjob:
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    Snaitf's Great General

    Almost all buildings are destroyed when you take over a city...
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    Possible new Mod-making Slavery-and Serfdom more Interesting

    Hmm, still not sure what's going on here, why don't you u/l the files so I can try and reproduce the error and see if I can find a workaround, glad to help out...
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    Possible new Mod-making Slavery-and Serfdom more Interesting

    Well, what's it doing, does the game load with no errors? If so, there is nothing 'wrong', but if it gives you an XML error then it should tell you what's wrong and the line number that it's getting confused with. What exactly is the problem?
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    Need help with specialist problem

    if you set all specialists visible to 0, and add 2 of your own (farmer and worker), at the begining of the specialist list (yes, order matters here, as they are shown in order they are put in the XML file) then add those two specialists to the specialistValid tag for all government civics in the...
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    Possible new Mod-making Slavery-and Serfdom more Interesting

    one way to do this is modify the above code that if slavey is enabled, then give an unbuildable building to every city (Slave Labour System Foundation, for example) and then make the Slave Labour System require the Slave Labour System Foundation be present in a city to be built via XML. I think...
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    Possible new Mod-making Slavery-and Serfdom more Interesting

    I'm not sure how you would do this, except maybe in python you could check at the begining of the turn to see if the civic is slavery, and if so, set the number of 'slave gangs' the player has to whatever, and if not, set the number of 'slave gangs' to zero. you wouldn't be able to build them...
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    Possible new Mod-making Slavery-and Serfdom more Interesting

    Possible and done: In CvEventManager.py In def onBeginPlayerTurn(self, argsList): def onBeginPlayerTurn(self, argsList): 'Called at the beginning of a players turn' iGameTurn, iPlayer = argsList player = gc.getActivePlayer() if...
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