DOC Quality Mod Compilation

Merged latest DOC. The new wonders are AMAZING.

Also, I tried to merge @Steb's civs but found that tortoisegit believes I already merged them. None of the files are in and even a fresh pull does nothing. I'm at a loss.
 
Nice updates! Giving newest version a go. Started a game as Vietnam - how am I supposed to move my units between my cities when there's rainforest and marshes in between?
 
Nice updates! Giving newest version a go. Started a game as Vietnam - how am I supposed to move my units between my cities when there's rainforest and marshes in between?
In my playthroughs I just built defenders in the western cities. You could probably also ferry them over via boats.

Is there any other methods of defending the western cities @merijn_v1?
 
It seems a bug in my Qing game. Start as 1700 scenerio, conquer Vietnam and Thailand at first. And in 1745ad, Thailand declares independence.
I remember that there should not be a civ declare independence in 20 turns (or maybe 25 turns) after the game begin. Is it a bug for Manchuria?
Spoiler :
Civ4ScreenShot0346.JPG
 

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It seems a bug in my Qing game. Start as 1700 scenerio, conquer Vietnam and Thailand at first. And in 1745ad, Thailand declares independence.
I remember that there should not be a civ declare independence in 20 turns (or maybe 25 turns) after the game begin. Is it a bug for Manchuria?
I didn't change any code relating to civ spawns if I remember correctly. @merijn_v1?
 
I did not change anything in that code.

I do remember that in every 1700AD game, the Moors would spawn after a certain amount of turns. (That was the main mod) I guess this is the same problem.
 
I did not change anything in that code.

I do remember that in every 1700AD game, the Moors would spawn after a certain amount of turns. (That was the main mod) I guess this is the same problem.
Yes, when I play as the other civs in QMC, China always respawn in about 1730ad, and Manchuria get back to its core, it's very weird.
 
If it's an issue of a scripted spawn, I might know where to look. I'm not able to look into it atm though.
 
I don't think it is an issue at all. It is just the basic respawn rules being applied.

A civ is able to respawn 15 turns (scaled by gamespeed) after they were last alive. A list is compiled with all civs that can respawn, with the civs sorted by the date they were last alive. The first civ in the sorted list that meets the requirements for respawn will respawn. The others will not.

In the case of soul-breathing, Thailand can respawn 15 turns after it was conquered. It was the first in the list of possible respawns that did meet all requirements, so it respawned.

In the 1700 AD scenario, all non-living civs have the same last turn alive date. That means that the civs off possible respawns is the normal chronological order. The first time a respawn can occur is 15 turns after 1700, which is 1730AD. In the main mod, the Moors are the first in the list of possible respawns that meet all requirements. In the current situation, they will almost always respawn. It seems they meet all requirement by default. So there are only 15 turns (which is not much) for the game to develop the Moors will not meet the requirements.

Because China is replaced by Manchuria in my allcivs mod and QMC, China is able to respawn, as they are not alive. It seems they meet the requirements by default, similarly like the Moors in the vanilla mod. There is nothing in the code that prevent China from respawning if Manchuria is alive. (I didn't code this on purpose because I want the possibility of both China and Manchuria alive because that does represent the dynasties. But I did not think of this scenario.)
 
I don't think it is an issue at all. It is just the basic respawn rules being applied.

A civ is able to respawn 15 turns (scaled by gamespeed) after they were last alive. A list is compiled with all civs that can respawn, with the civs sorted by the date they were last alive. The first civ in the sorted list that meets the requirements for respawn will respawn. The others will not.

In the case of soul-breathing, Thailand can respawn 15 turns after it was conquered. It was the first in the list of possible respawns that did meet all requirements, so it respawned.

In the 1700 AD scenario, all non-living civs have the same last turn alive date. That means that the civs off possible respawns is the normal chronological order. The first time a respawn can occur is 15 turns after 1700, which is 1730AD. In the main mod, the Moors are the first in the list of possible respawns that meet all requirements. In the current situation, they will almost always respawn. It seems they meet all requirement by default. So there are only 15 turns (which is not much) for the game to develop the Moors will not meet the requirements.

Because China is replaced by Manchuria in my allcivs mod and QMC, China is able to respawn, as they are not alive. It seems they meet the requirements by default, similarly like the Moors in the vanilla mod. There is nothing in the code that prevent China from respawning if Manchuria is alive. (I didn't code this on purpose because I want the possibility of both China and Manchuria alive because that does represent the dynasties. But I did not think of this scenario.)
In that case I don't think I'll be doing any changes here. I look forward to future refinements of the Manchurians.

I'd also like to point out that I've noticed it's very common for the Qing to be listed as something to the effect of TXT_KEY_MANCHURIA_REPUBLIC. Many of the times this happens they are not running republic at all (I think it's typically something like Democracy, but my memory's a bit foggy). What do you suggest I do? Just about every 1700 AD game I've played had them referred to in this way at some point, and it's been happening for many months.
 
In that case I don't think I'll be doing any changes here. I look forward to future refinements of the Manchurians.

I'd also like to point out that I've noticed it's very common for the Qing to be listed as something to the effect of TXT_KEY_MANCHURIA_REPUBLIC. Many of the times this happens they are not running republic at all (I think it's typically something like Democracy, but my memory's a bit foggy). What do you suggest I do? Just about every 1700 AD game I've played had them referred to in this way at some point, and it's been happening for many months.

What about fixing it?
 
In the case of soul-breathing, Thailand can respawn 15 turns after it was conquered. It was the first in the list of possible respawns that did meet all requirements, so it respawned.
But I destroyed Thailand in 1721ad and it respawn in 1745ad, it's only 8 turns...
 
I accidentally undid my building changes when I was merging the new wonders. Fixed.
 
Okay, this is really driving me insane: Where is the code for conquered cities retaining all buildings the conquerer would get for free if they had just founded it? I can't seem to find it anywhere.
 
Okay, this is really driving me insane: Where is the code for conquered cities retaining all buildings the conquerer would get for free if they had just founded it? I can't seem to find it anywhere.

Code:
for iI in range(gc.getNumBuildingClassInfos()):
            player = gc.getPlayer(iPlayer)
            building = gc.getBuildingInfo(iI)
            if building != BuildingTypes.NO_BUILDING and city.canConstruct(iI, False, False, False):
                if (building.getFreeStartEra() != -1 and player.getCurrentEra() >= building.getFreeStartEra()) and (building.getMaxStartEra() == -1 or player.getCurrentEra() < building.getMaxStartEra()) and (building.getObsoleteTech() == -1 or not gc.getTeam(iPlayer).isHasTech(building.getObsoleteTech())):
                    city.setHasRealBuilding(iI, True)

Assets/Python/CvRFCEventHandler.py
https://github.com/earthcrafterman/...mmit/994b4d381d54d5c0332b2e8d8009f40039e585f5
 
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