Announcing the Falklands War mod

Sweet! I'm quite honoured actually.

I feel obliged to add mechaerik to the 'team' list now, since I wasn't expecting ANY animated leaderheads. Welcome to the team!
 
Awesome...
In honor of this, let me quote Pink Floyd/Roger Waters

Kruschev took Afghanistan, Begin took Beirut
Galtieri took the Union Jack,

Maggie, over lunch one day,
Sent a cruiser, with all hands...

Apparently, to make him give it back
 
Do you have any more info on the mod? Estimated release date, percent complete, etc.
 
Estimated Release date no, since I still need to do all the python, events etc which could take five minutes if I can rope in someone awesome or weeks if nobody will give me a hand. Completion figures below (Estimate):

Units: 90%
Leaders: 100%, but could do more
Promotions: 100% (No buttons for Arctic Warfare yet)
Civics: 20% (but a quick job)
Map: 40% (needs all the units to finish it)
Python: 0% (needs the map to even start)

Total: About 60%
Current project - finishing units.

The only current problem I have is aircraft - only the Pucara could operate from the land on the Argentine side, but I want to have the Super Etandards and their exocets. I'm probably going to have to sacrifice realism and only give a few squadrons of Supers, and no missiles, to the Argentines

EDIT: It's now a bit more like this:

Units: 100%
Leaders: 100%
Promotions: 100%
Civics: 20% (but a quick job)
Map: 90%
Python: 0%

Total: About 68%
Current project - making the map and Python
 
Estimated Release date no, since I still need to do all the python, events etc which could take five minutes if I can rope in someone awesome or weeks if nobody will give me a hand. Completion figures below (Estimate):

Units: 90%
Leaders: 100%, but could do more
Promotions: 100% (No buttons for Arctic Warfare yet)
Civics: 20% (but a quick job)
Map: 40% (needs all the units to finish it)
Python: 0% (needs the map to even start)

Total: About 60%
Current project - finishing units.

The only current problem I have is aircraft - only the Pucara could operate from the land on the Argentine side, but I want to have the Super Etandards and their exocets. I'm probably going to have to sacrifice realism and only give a few squadrons of Supers, and no missiles, to the Argentines

EDIT: It's now a bit more like this:

Units: 100%
Leaders: 100%
Promotions: 100%
Civics: 20% (but a quick job)
Map: 90%
Python: 0%

Total: About 68%
Current project - making the map and Python

Sounds like what you need most is someone who can do python, and do it well.

Unfortunately, people like that are in short supply:sad:. Most have their own modpacks and stuff to work on.

Still, it seems this is nearing completion!
 
That's right, but I think I'll be able to find someone who can at least answer questions, and I've taken some of the code for promotions from ones that already exist. By now it's a playable scenario, so that's good.

I'm thinking with the Exocet I should use it as a missile, and maybe release the Super Etandard seperatly (because I really like it ;))
 
New progress report -


Units: 100%
Leaders: 100%
Promotions: 100%
Civics: 100%
Map: 100%%
Python: 0%
Assorted Misc: 20%

Total: About 85%

EDIT: AAAGH! Major problem with the map - it keeps deleting itself. Not sure when this will be fixed

Current project - trying to convert the religions into ideology realistically. Is it possible to lock the state religion? Also; we may be able to get a little python help from Sedna17 in exchange for some of my units for RFC Europe, but I'm thinking of advertising for someone who can do a bit more (he's a bit busy at the moment, apparently).
 
The map I was working on exploded (no idea why) so I reloaded the civ IV version and edited it, but when I saved it as BTS it gave the argentines one city, which was in the wrong place. I may end up doing all the non-map stuff, then uploading it so that someone else can fix the map and python
 
Current project - trying to convert the religions into ideology realistically. Is it possible to lock the state religion? Also; we may be able to get a little python help from Sedna17 in exchange for some of my units for RFC Europe, but I'm thinking of advertising for someone who can do a bit more (he's a bit busy at the moment, apparently).

in FFH2 I believe Kael has set some civs to have a weighting on the religions. I think there is an example of where the one civ, the Infernals, has something like a -100 rating for a "good" religion which means they would only convert to that under the most unlikely conditions.
 
Im not so sure SDK modification (which I'm assuming it is) is necessary. In the CvEventManager, there is a tag:

onPlayerChangeStateReligion

So I think there might be a way.

EDIT: Now I'm not so sure. It sounds more like this is called after you change.
 
No - we want to lock a civ's state religion, that is make it so that even if there are 2 religions in the world, the civ will never switch religion regardless of anything.
 
Would not giving all AIs the isabella or justitian personality be enough?


With the function Mechaerik has mentioned, you could just force every civ to switch back, if it tries to change it.


For the human player, the easiest way would be to kick out the "change religion" button in the advisor, but that wouldn't prevent, that an AI could ask you to do it.
 
With the function Mechaerik has mentioned, you could just force every civ to switch back, if it tries to change it.

But that would still cause anarchy, wouldn't it?

For the human player, the easiest way would be to kick out the "change religion" button in the advisor, but that wouldn't prevent, that an AI could ask you to do it.

That would work, as the civs will be in permanent war.
 
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