Civ Names that Evolve over Time

I have run into a BIG problem, I can't seem to get the compiler to work and no one will compile the code I have for me. The code I have will allow me to rename a leader from python. Oh, if you guys had a working compiler please PM if you would like to compile it.
 
You might talk to Mexico or Grave. I know they have been doing SDK work lately so they might look into it.
 
I have run into a BIG problem, I can't seem to get the compiler to work and no one will compile the code I have for me. The code I have will allow me to rename a leader from python. Oh, if you guys had a working compiler please PM if you would like to compile it.

Yea, I do, if you send me the code I should be able to compile it.
 
If you don't have any other SDK changes, the Revolutions mod has the "changePlayer" function in it. I'm going to have this scripted to roll though 10-15 notable Roman emperors during RFRE.

There are 18, 24, and 48 civ dlls available :D

At the start of the game there are ~26 civs on the map, but others come along later (eg Huns, parades of various Germanic tribes), some split apart (eg Goths into Visigoths and Ostrogoths, Roman Empire in Eastern and Western!), and others are formed during rebellion (eg the 2nd Gallic Empire + the Palmyric Empire during the Crisis of the 3rd Century, the nation of Italia during the Social War). Etc, etc, etc.. this is what a 48 civ dll is for!

Isn't this the basic purpose of this thread? New empires can be formed, and leaders can be changed. If a civ# is re-used, it will inherit much of what the previous civ had (eg trade routes, attitudes). Really the way to go would be to ask jdog5000 about it, or maybe just read over the thread and the readme which comes with the mod. I'm just starting to go over it.
 
Isn't this the basic purpose of this thread? New empires can be formed, and leaders can be changed. If a civ# is re-used, it will inherit much of what the previous civ had (eg trade routes, attitudes).

Not quite. What we want to do is make it so only the names change over time, not necessarily the whole civ. We don't want to have to kill off the Roman Republic and start another civ as the Empire, for instance. At least, that's how I understood it.

We'd also like to change LH backgrounds and flag per era, and maybe later on civ names based on government types. :D
 
Not quite. What we want to do is make it so only the names change over time, not necessarily the whole civ. We don't want to have to kill off the Roman Republic and start another civ as the Empire, for instance. At least, that's how I understood it

It's very close then, except the flag part :/ When I split the Roman Empire into the Western Roman Empire, and the Eastern Roman Empire (which later become the Byzantine Empire in year??) all units, cities, etc.. will be maintained, just under new ownership :) I don't know if the Revolutions code can maintain the units (new civs get new units), but if not it wouldn't be too hard in python to do this even if the civ# changes. The enslavement code shows most of the commands necessary. Foreach unit owner by the splitting civ#, save the location + unit id + promotions + xp + name, delete the existing unit, create new unit using the saved data. Bam, an exact copy, but owned by a different civ! If Revolutions creates new units, just delete any unit owned by that civ before recreating the original units.
 
It's very close then, except the flag part :/ When I split the Roman Empire into the Western Roman Empire, and the Eastern Roman Empire (which later become the Byzantine Empire in year??) all units, cities, etc.. will be maintained, just under new ownership :) I don't know if the Revolutions code can maintain the units (new civs get new units), but if not it wouldn't be too hard in python to do this even if the civ# changes. The enslavement code shows most of the commands necessary. Foreach unit owner by the splitting civ#, save the location + unit id + promotions + xp + name, delete the existing unit, create new unit using the saved data. Bam, an exact copy, but owned by a different civ! If Revolutions creates new units, just delete any unit owned by that civ before recreating the original units.

If I understand correctly, right now they're just looking to change the name of the civ, not the whole civ type. This is also possible in the Revolution Mod, although currently only through a popup for fun. You can see the results here.

If Zebra runs into any more trouble I could make this part of my SDK changes available separately, along with examples of how to cause the changes from Python so that this project can move forward.
 
If I understand correctly, right now they're just looking to change the name of the civ, not the whole civ type. This is also possible in the Revolution Mod, although currently only through a popup for fun. You can see the results here.

If Zebra runs into any more trouble I could make this part of my SDK changes available separately, along with examples of how to cause the changes from Python so that this project can move forward.
Enboldening by me.
That would be correct. I'm hoping that this will help me get an understanding of what I'm doing, and if it does this MOD COMP should start moving.:cool::goodjob:
 
I've always fancied this idea. As a matter of fact, I love it!
Here's one thing you could add:
Scandinavia:
(Ancient) Saxons -> (Classical) Norse -> (Medieval) Vikings -> (Renaissance) Kalmar Union -> (Industrial) Swedish Kingdom -> (Modern) Nordic Council.

OR:
From beginning: Saxons. With discovery of Sailing/CoL: Norse. With discovery of Machinery/Civil Service: Vikings. With discovery of Divine Rights (?): Kalmar Union. With discovery of Nationalism: Swedish Kingdom (kinda leaves Denmark out..). With discovery of Mass Media: Nordic Council.

This is a quite rough idea, but I think it might be worked out! :D
 
Almost there. If it goes well it will be ready by next month.:thumbsup:

Hi Zebra9. Thanks for working on this. It would be great if one could make the name change dependent on civics also (so that we might have for example: Germany+Hereditary rule -> Holy Roman Empire, Russia + State Property -> Soviet Union, etc.). Could you please incorporate that feature?
 
How are you handling the transfer of military units once a split occurs? Are you basing it around where the unit is at the time the schism happens or on where they were built? They should probably be transferred based on where they were built to emulate how the mainly Serbian Yugoslav army acted after the collapse of Yugoslavia.
 
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