Ancient Middle East (+India and Greece) mod

Well, the link worked but it gets automatically deleted after a few days if no one downloads the file.
Also: "buggy WIP"? What should I post then instead?
If I continue at this constant rate I'm currently adding thigs, a first official release could be due to the end of July-mid-August. I have lots of time lately.
 
That's a side-effect (sorry for not adressing that issue). It comes up whenever some AI has also built a slave market, they will receive two slaves. I don't know how to make this change to "Player's name/AI's name has received..."

This code may work. Sorry I have not tested it. I am not getting time to play much at the moment.
Code:
szTitle = localText.getText( "The slave market has provided %s two slaves!", (pPlayer.getName() ) )
 
isenchine, do you still have that old file where Christianity is autofounded in a certain city? The file was on my old computer that was messed up and presumably deleted and I didn't add it yet.

Also,what might cause a religion to be founded at turn 5-6 even if it requires a tech?
 
Here is the whole Python folder I still have from your mod (June 2014).

About your question: I'm not sure but it might be that the game is assuming that you are in Advanced Start. Check the StartYear in your map file and the START_YEAR in your GlobalDefines. Make them match.
 
Thanks.
About your question: I'm not sure but it might be that the game is assuming that you are in Advanced Start. Check the StartYear in your map file and the START_YEAR in your GlobalDefines. Make them match.
The Start year in the globaldefines is also 3000 BC (-3000), just like in the scenario. If it helps, here is the begingame information about my scenario. I'm going to ask this again in a new thread, because I'm not getting answers in the Quick Modding questions thread.
PHP:
BeginGame
	Era=ERA_ANCIENT
	Speed=GAMESPEED_NORMAL
	Calendar=CALENDAR_DEFAULT
	Option=GAMEOPTION_NO_TECH_BROKERING
	Victory=VICTORY_TIME
	Victory=VICTORY_CONQUEST
	Victory=VICTORY_DOMINATION
	Victory=VICTORY_CULTURAL
	GameTurn=0
	MaxTurns=658
	MaxCityElimination=0
	NumAdvancedStartPoints=0
	TargetScore=0
	StartYear=-3000
	Description=
	ModPath=
EndGame
 
What is the status of the other religions? Are they linked to a Technology? Are those technologies already researched at the start of the scenario? Are the other religions already founded at the start of the scenario?
 
All religions except for two (Buddhism and Christianity) and are either present at 3000 BC or spawn on turn 1 (after turn 0) through your autospawn mechanism, all those don't require techs. Theology and Meditation, the requirements for Christianity and Buddhism are not researched by any civ at the start of the game (those two techs require a dozen other techs).
 
All religions except for two (Buddhism and Christianity) and are either present at 3000 BC or spawn on turn 1 (after turn 0) through your autospawn mechanism

Uh? My autospawn mechanism? Don't remember doing that and can't find it in my Python files!

Try setting doHolyCity in CvGameUtils.py to return True instead of return False. That might do the trick. Christianity will then be founded in Jerusalem around AD30 (depending on GameSpeed - see CvEventManager.py) and Buddhism, well... you will have to test Meditation.
 
Uh? My autospawn mechanism? Don't remember doing that and can't find it in my Python files!
I understood your python component as an "autospawn" mechanism that ensures Christianity appears in Jerusalem in 30 AD, unless someone else manages to research Theology before that time.
And thanks for that the tip for my problem, I'll try that.
 
This mod is still in development, however I need to isolate this python code that grants a tech upon the completion of a wonder. isenchine provided such a code for the Eanna Temple in this mod.
Now I need to isolate this to add in another mod, the problem is that this gives me a problem as I can't get it to work.
The code is displayed below and is normally located just beneath this part of the CvEventManager.
Code:
	def onBuildingBuilt(self, argsList):
		'Building Completed'
		pCity, iBuildingType = argsList
		game = gc.getGame()
Code:
		elif ( iBuildingType == gc.getInfoTypeForString("BUILDING_EANNA_TEMPLE") ):
			iTechnologyGiven = gc.getInfoTypeForString("TECH_EANNA")
			if not pTeam.isHasTech(iTechnologyGiven):
				pTeam.setHasTech(iTechnologyGiven, True, iPlayer, False, False)
				# Show tech splash
				if pPlayer.isHuman() and not gc.getGame().GetWorldBuilderMode():
					popupInfo = CyPopupInfo()
					popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_PYTHON_SCREEN)
					popupInfo.setData1(iTechnologyGiven)
					popupInfo.setText(u"showTechSplash")
					popupInfo.addPopup(iPlayer)
But I can't get it to work, could anyone (isenchine?) provide some assistance. Thanks!
 
First, make sure that you have all the definitions at the beginning of the function (iPlayer = pCity.getOwner(), etc.).

Then your code should start with "if" for the first building. "elif" means "else if" and should be used for other subsequent buildings if any.

And of course, always have your Python exceptions enabled while you are testing/playing.
 
isenchine, this might seem weird to ask after a long time, but I have a question about the scrolling scoreboard you made.
Would it be possible to avoid placing permanent alliance members at the top of the scoreboard?

I was playing a game with this feature enabled, but this messes up the scoreboard and distorts it.
 
I don't think that permanent alliance members are placed at the top, they are there just because of their higher score.

Nothing in the code deals directly with permanent alliance members. With masters and vassals yes. But I think that permanent alliance members are just one team and their name is forged elsewhere.

How does it distort the Scoreboard? Because of the width? A screenshot could be useful. But the width of the Scoreboard is fixed here so allowing for a bigger one might not be advisable for the no permanent alliance members option.

Unless ... I enlarge the width for that option only. See lines 2840-41 in this version and tell me if it is better. You can also play with the width yourself and report.
 

Attachments

The baktrians seem to have a camel symbol while the sogdian have a leopard with grapes as a symbol. If it's still the case it should be the other war around. The leopard with grapes comes from the Europa barbarorum mod for RTW (then Medieval II) and symbolise the greek presence as far as india in analogy with the travel of Dionysus to india (including animals associated with him such as the leopard)
 
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