Dawn of Civilization - an RFC modmod by Leoreth

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I've been wondering something, by the way: is it possible to remove the year only being displayed after Calendar (or move it to a very early tech, like Agriculture)? I like the flavourfulness of it, but overall it mainly ends up being annoying to me.
Yeah, the easiest way is to change it to another tech. Open Python\Screens\CvInfoScreen.py and replace every occurence of iCalendar with con.iAgriculture, for example.
 
Around line 1374, there should be something like that:
Spoiler :
Code:
#Rhye - start
##				if (iTurnYear < 0):
##					szTurnFounded = localText.getText("TXT_KEY_TIME_BC", (-iTurnYear,))#"%d %s" %(-iTurnYear, self.TEXT_BC)
##				else:
##					szTurnFounded = localText.getText("TXT_KEY_TIME_AD", (iTurnYear,))#"%d %s" %(iTurnYear, self.TEXT_AD)

                                iActivePlayer = CyGame().getActivePlayer()
                                pActivePlayer = gc.getPlayer(iActivePlayer)
                                tActivePlayer = gc.getTeam(pActivePlayer.getTeam())
                                iBronzeWorking = 61
                                iIronWorking = 63
                                iCalendar = 33
                                
                                if (tActivePlayer.isHasTech(iCalendar)):
                                        if (iTurnYear < 0):
                                            szTurnFounded = localText.getText("TXT_KEY_TIME_BC", (-iTurnYear,))
                                        else:
                                            szTurnFounded = localText.getText("TXT_KEY_TIME_AD", (iTurnYear,))
                                elif (iTurnYear >= 1500):
                                        szTurnFounded = localText.getText("TXT_KEY_AGE_RENAISSANCE", ())              
                                elif (iTurnYear >= 450):
                                        szTurnFounded = localText.getText("TXT_KEY_AGE_MEDIEVAL", ())    
                                elif (iTurnYear >= -800):
                                        szTurnFounded = localText.getText("TXT_KEY_AGE_IRON", ())    
                                elif (iTurnYear >= -2000):
                                        szTurnFounded = localText.getText("TXT_KEY_AGE_BRONZE", ())    
                                else:
                                        szTurnFounded = localText.getText("TXT_KEY_AGE_STONE", ())
                                #Rhye - end
Similar entries around line 1673 and 2152. Also line 187 in CvReligionScreen.py, if you care about accurate founding dates.
 
^Strange, the Ctrl+F function didn't find those before, but now it does. I must've misspelled it.

Anyway, I've given it several different tries: replacing all instances with con.iAgriculture as you said, replacing only the ones in the If functions and not the iCalendar=33 things, deleting the If functions and the Else things, replacing the If functions with If(1), but all of these things either seem to do nothing and keep Calendar as the unlocking tech, or just break the game and cause a black screen with an instant "You have been defeated!" when starting.
 
Anyway, I've given it several different tries: replacing all instances with con.iAgriculture as you said, replacing only the ones in the If functions and not the iCalendar=33 things, deleting the If functions and the Else things, replacing the If functions with If(1), but all of these things either seem to do nothing and keep Calendar as the unlocking tech, or just break the game and cause a black screen with an instant "You have been defeated!" when starting.
Sorry, I thought I had already replied to this. Replacing everything but the iCalendar = 33 lines should work. What happened when you did that? Were you still not able to see the year from the start, or did it cause some sort of error? If it's the latter, try to enable Python exceptions (the bug reports thread OP explains how) to see where the error comes from.

Very strange question, is America considered an Old World civilization?
No, it's a new world civ. Why do you ask?
 
Is enabling multiplayer possible in this mod? I saw that Rhye had to disable congress but he didn't have too change much.
 
I think Rhye had to change a couple of things to make RFC MP. Many aspects of DoC wouldn't work in MP either, like trading company conquerors.
 
I'm basically ready to commit a revision for playtesting, but currently I'm waiting for karadoc's response so he can help me sort out some AI problems that are too major to leave them in for that.
 
I think Rhye had to change a couple of things to make RFC MP. Many aspects of DoC wouldn't work in MP either, like trading company conquerors.

I guess the problem is anything that would include sending messages about player choices in such events? Are there any other obvious issues?
 
I guess the problem is anything that would include sending messages about player choices in such events? Are there any other obvious issues?
The events also require other affected civs to make choices (civ A decides to offer money for a city to B, B then has to accept or decline) which would have to be distributed over different turns to make it happen. Currently the player only takes either the role of A or B and the AI can always react immediately, so I would have to rewrite the whole thing.
 
Sorry, I thought I had already replied to this. Replacing everything but the iCalendar = 33 lines should work. What happened when you did that? Were you still not able to see the year from the start, or did it cause some sort of error? If it's the latter, try to enable Python exceptions (the bug reports thread OP explains how) to see where the error comes from.

It doesn't do anything: the year is still disabled.
 
Really? Then I have no idea :(
 
The events also require other affected civs to make choices (civ A decides to offer money for a city to B, B then has to accept or decline) which would have to be distributed over different turns to make it happen. Currently the player only takes either the role of A or B and the AI can always react immediately, so I would have to rewrite the whole thing.

Would it be hard to implement that exactly one human player makes all the choices for all human players? Then the mod would be multiplayer playable if other players would tell that one player what to choose in their name. Such fair-play can reasonably be expected at least when we're playing with the people we know IRL.
 
Would it be hard to implement that exactly one human player makes all the choices for all human players? Then the mod would be multiplayer playable if other players would tell that one player what to choose in their name. Such fair-play can reasonably be expected at least when we're playing with the people we know IRL.

I believe you mean Hotseat?
 
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