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AAranda's modcomps for RoM 2.7

Discussion in 'RoM Modmods' started by AAranda, Jun 29, 2009.

  1. duane1947

    duane1947 Chieftain

    Joined:
    May 19, 2008
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    Location:
    Arizona USA
    Dancing....thank you so very much....have just returned from an arduous journey to there ....thanks to your recomendation and the remnants of my mind are in your debt.
     
  2. jissai

    jissai Chieftain

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    Jan 10, 2010
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    1
    Hello. I am trying to install the religions modmod, but do not understand the instructions at all. Is there a way you could describe the exact steps in more detail?

    Thank You.
     
  3. xaster

    xaster Warlord

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    Hi anyone,

    I check out the RoM 2.7 : Tornado and volcano events MOD
    and it looks very good.
    But how to add to my own private mod ?

    Until now i have no "Modules" folder so i just copy this in my mod tree.
    But how i must merge the phyton "CvRandomEventInterface.py" file.
    Which lines needs to copy/override in my CvRandomEventInterface.py
    Please help !!!
     
  4. Dancing Hoskuld

    Dancing Hoskuld Deity

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    "All" you need do is to copy the bit of code containing tornadoes and volcanoes from the CvRandomEventInterface.py in the mod and append it to the end of your "CvRandomEventInterface.py. iirc that should work. I have had a bit of a problem with the tornado sometimes not going away in a timely fashion.
     
  5. xaster

    xaster Warlord

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    Oct 5, 2003
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    hi - i am not so sure about it. i check the CvRandomEventInterface.py
    and found in this mod a few interesting lines .....

    But there is a problem - i found in mymod ( basics on next war )
    no Tornado option ?! Here is it called "HURRICANE".

    And thismod contains an "VOLCANO" and "TORNADO" section :confused:
    how can i merge this together :mischief:

    Or overcopy the "VOLCANO" section from thismod to mymod.
    And add the last 2 sections "VOLCANO" and "TORNADO" ( at the end of the file from thismod ) to mymod as well.
     

    Attached Files:

  6. satrapper

    satrapper Warlord

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    Mar 26, 2012
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    if your mod is based on next war then im pretty sure there is both a hurricane AND a tornado event. yeah i looked there. both events present in the 2 event xmls. tornado doesnt seem to hook python though so i guess thats why its not present in randomevetinterface.

    these modmods are built for woc so maybe you could look at merging in woclite to your own mod if you still having trouble?
     
  7. xaster

    xaster Warlord

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    Oct 5, 2003
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    man i am such a noob in pyhton changes :crazyeye:

    Here is "my" CvRandomEventInterface.py and "this" mod .....py attached.
    My one is from the original next war mod what comes with BTS.
    Never changed anything.

    Can someone help me to add the phyton for "VOLCANO" and "TORNADO" to my file
    please :)
     

    Attached Files:

  8. satrapper

    satrapper Warlord

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    look somewhere at the end of the volcano/tornado entry in the event xmls (triggers and something else i cant remember - prob just eventinfos) there should be a section there referencing a python callback. there should be an entry for that in cvrandomeventinterface.

    i just looked at your two files above, you probably just have to copy in the last two entries in "this" (volcano dormant and tornado) to "my". there's already a volcano event in "my", im not sure whether 'volcano dormant' is relevant to arandas modmod. just look in the xml that came with it.

    here is the "my" file with the volcano dormant and tornado added:
     

    Attached Files:

  9. xaster

    xaster Warlord

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    Oct 5, 2003
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    So you mean simply add the last lines to "my" file at the end.




    ######## VOLCANO DORMANT ###########

    def canTriggerVolcanoDormant1(argsList):

    if gc.getGame().getSorenRandNum(100, "Volcano event dormant") < 25:
    return true
    return false

    def applyVolcanoDormant1(argsList):
    iEvent = argsList[0]
    kTriggeredData = argsList[1]

    plot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
    plot.setPlotType(PlotTypes.PLOT_PEAK, True, True)


    ######## TORNADO ###########

    def applyTornado1(argsList):
    iEvent = argsList[0]
    kTriggeredData = argsList[1]

    plot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
    plot.setFeatureType(gc.getInfoTypeForString('FEATURE_TORNADO'), 0)


    ----------------------------
     
  10. satrapper

    satrapper Warlord

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    yep :)

    with the disclaimer that it sounds like you don't use modular loading in your mod so i guess you'll have to merge in all the other relevant bits of xml that come with this modcomp, if you havn't done so already. i mean get rid of the modules folder and have the same folder and file structure as basic bts.
     
  11. xaster

    xaster Warlord

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    OK add the line to the end of CvRandomEventInterface.py file and copy the
    Assets/Modules will all contents to my mod folder.
    Test game is loading.

    How i can test the events ?
     
  12. satrapper

    satrapper Warlord

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    read this thread
     
  13. xaster

    xaster Warlord

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    I add the lines to CvRandomEventInterface.py

    and modify the EventTriggerInfos.xml like this
    ---> set iWeight to -1 and iPercentGamesActive to 100 in the XML\Events\EventTriggerInfos.xml.

    Test it ingame. and ist will not work !
    I get the events Volcano and Tornado and the effect as well ( improvement removing).
    Also a message in game log occur. But the nice mod effects are not visible :cry:
    There is something more to do ........ what :confused:
     
  14. satrapper

    satrapper Warlord

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    sounds like you're almost there:)

    its probably just a missing art define or something. if you go into world builder and try to place a volcano, does it appear correctly then? or does it even appear as a placeable option at all?

    do you have logging enabled? that should give some pointers to whats wrong.
     

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