Vit20141012
Chieftain
How to change the unique unit "Cossack (Cavalry)" to "Cossack (Cuirassier)"?
Please consider the inertia rule.This is actually a good point. The two main historical congresses (Vienna and Berlin) did not immediately result in new wars (and why would anyone want to go right back to war after fighting for 15-20 years on and off?)
Please consider the inertia rule.
Change the unitclass of the Cossack from Cavalry to Cuirassier, in CIV4UnitInfos.xml.How to change the unique unit "Cossack (Cavalry)" to "Cossack (Cuirassier)"?
I think it looks reasonable. One could see it as the Germans having a strong local support once they claimed the city.
While I admit that I mostly redid it because I like to work with clean and elegant code, this will also make future additions a lot easier and provide some other benefits.
Had missed this earlier for some reason. What I was saying is that the ingame event "Congress leads to war" can be an abstract representation of processes that take longer in real life, for instance unfavorable diplomatic outcomes leading to tensions in the future leading to wars etc. We cannot wait for this to unfold in realistic timeframes because the inertia rules would mean that then nothing would happen at all.Are you saying that we need those wars to keep civs from getting too powerful or that civs will just declare war again anyway?
It's obvious that Rhye never really learned Python (I didn't know it either when I started modding) and basically treated it as C with different syntax, which kind of ignores its strengths (there are snippets of code where he creates an iterator variable that goes from 0 to the length of a list to access all elements of the list ...). Also considering his background in robotics (as I understand it), he's probably more predisposed towards hacky "just make it work" solutions anyway.I know what you mean, it's not great reading over code (even if you wrote it) and just having no idea what's going on. I know where Rhye is coming from, since he probably figured that as long as he understood it, that was good enough. Unfortunately that means he didn't really write any efficient/consistent methods, or he just duplicated code, which isn't very useful when other people look over the code.
Edit: I totally meant to say cool update! Always appreciate cleanup and optimization.
Thank you!Leoreth, thank you very much for the work! I appreciate your work and I think this mod is one of the best!
I'm on the other hand mildly OCD about nice code![]()
I'm on the other hand mildly OCD about nice code![]()
Really? Why are you affected by the Victory module?
Given how much time I already sunk into rewriting the CNM module I'd rather not touch it again for a while. And I'd still like to come up with a better way to handle the rename method that is better than multiple dict entries.^ Nice code are nice to see and read. I like that too. Here what I did with my CNM when I have free time. Tell me what you think:
Spoiler :![]()
This way I can see if there's redundancy or no longer appropriate names (such as if you send Mughal to settle a city in the middle of Arabian desert, the name will be Arabaya from Ancient Persia). It isn't really important tho, just like Civilopedia it can be done later haha.
Ah, okay.Not specifically the victory module itself, but some files that changed with it, like StoredData.py and RFCEventHandler.py. I also copied the method to check if any old-world civ has a colony in America. You changed that method, so I had to apply that change to my code as well.
But by now, I already have updated all my files with the new methods.