Extra Pillage Mod (BTS 3.19)

basically I was merging K-mod, extrapillage, specialist enhancements, and jroute into a fury road mod.

If you are still willing (I know this is a huge ask!?!) I can put i can put the various unaltered packs into a .rar and send you a link.

Otherwise my plan at the minute is to go back to square one and see what happens if i combine just k-mod, to see if it works on it's own, and see if I can slowly trace out the issue one step at a time....

So not looking forward to that!! :)
 
Lib, I figured your compiling error problem and will release a new version without partisans and also add a checkbox.

Unreferenced local variable means that you have initialized a variable at the begining of the sdk function, but you are not using it anywhere. It is kind of weird and is like giving a technical foul to a B-ball team for not using their benchwarmers.
 
Hi mate, I am trying to merge this again, and I have hit a problem, I figure I must have missed or made a typo somewhere, but I cannot find anything that is jumping out as missing or wrong...

I was hoping you might be able to help me focus my attention in the right places, as you actually understand the code :p

Thanks in advance for any help you can offer
 

Attachments

  • BuildLog.rar
    3.7 KB · Views: 63
+hey buddy, not sure if this is a nown issue, but after re-merging your modcomp (YAY Exciting Times!) I found a missing text string.

Spoiler :
<TEXT>
<Tag>TXT_KEY_CIVIC_CAPITAL_RECEIVES_PILLAGE</Tag>
<English>Plunder Is Taken To Capital</English>
<French>Plunder Is Taken To Capital</French>
<German>Plunder Is Taken To Capital</German>
<Italian>Plunder Is Taken To Capital</Italian>
<Spanish>Plunder Is Taken To Capital</Spanish>
</TEXT>


I added the file if you need it.

I am looing forward to really getting the most out of this, I think it is going to be a fun part of the mod :) Cheers!
 

Attachments

  • CIV4GameText_ExtraPillage.rar
    1.4 KB · Views: 47
Hey Stolen, I found this bit of python code that allows you to modify pillage % through civics, I was wondering if you might be able to help me modify it to work with your extrapillage so that all pillage is boosted, (much like your leader trait), or let me know if this code is even useable in that way?

Spoiler :
Code:
	def doPillageGold(self, argsList):
		"controls the gold result of pillaging"
		pPlot = argsList[0]
		pUnit = argsList[1]
		
		iPillageGold = 0
		iPillageGold = CyGame().getSorenRandNum(gc.getImprovementInfo(pPlot.getImprovementType()).getPillageGold(), "Pillage Gold 1")
		iPillageGold += CyGame().getSorenRandNum(gc.getImprovementInfo(pPlot.getImprovementType()).getPillageGold(), "Pillage Gold 2")

		iPillageGold += (pUnit.getPillageChange() * iPillageGold) / 100

## Suzerainty Start ##

		pPlayer = gc.getPlayer( pUnit.getOwner( ) )

		iLegalCivicOption = CvUtil.findInfoTypeNum(gc.getCivicOptionInfo,gc.getNumCivicOptionInfos(),'CIVICOPTION_LEGAL')
		iSuzerainty = CvUtil.findInfoTypeNum(gc.getCivicInfo,gc.getNumCivicInfos(),'CIVIC_SUZERAINTY')
		iLegalCivic = pPlayer.getCivics(iLegalCivicOption)

		if (iLegalCivic == iSuzerainty):

			iPillageGold = ( ( ( 0 ) * 3 ) / 2 ) 
			iPillageGold = ( ( ( CyGame().getSorenRandNum(gc.getImprovementInfo(pPlot.getImprovementType()).getPillageGold(), "Pillage Gold 1") ) * 3 ) / 2 ) 
			iPillageGold += ( ( ( CyGame().getSorenRandNum(gc.getImprovementInfo(pPlot.getImprovementType()).getPillageGold(), "Pillage Gold 2") ) * 3 ) / 2 ) 

			iPillageGold += ( ( ( (pUnit.getPillageChange() * iPillageGold) / 100 ) * 3 ) / 2 ) 

		else:
			iPillageGold = 0
			iPillageGold = CyGame().getSorenRandNum(gc.getImprovementInfo(pPlot.getImprovementType()).getPillageGold(), "Pillage Gold 1")
			iPillageGold += CyGame().getSorenRandNum(gc.getImprovementInfo(pPlot.getImprovementType()).getPillageGold(), "Pillage Gold 2")

			iPillageGold += (pUnit.getPillageChange() * iPillageGold) / 100


## Suzerainty End ##

		return iPillageGold

Spoiler :
Code:
	def onBeginPlayerTurn(self, argsList):
		'Called at the beginning of a players turn'
		iGameTurn, iPlayer = argsList

## Suzerainty Start ##

		pPlayer = gc.getPlayer(iPlayer)

		iLegalCivicOption = CvUtil.findInfoTypeNum(gc.getCivicOptionInfo,gc.getNumCivicOptionInfos(),'CIVICOPTION_LEGAL')
		iSuzerainty = CvUtil.findInfoTypeNum(gc.getCivicInfo,gc.getNumCivicInfos(),'CIVIC_SUZERAINTY')
		iLegalCivic = pPlayer.getCivics(iLegalCivicOption)

		if (iLegalCivic == iSuzerainty):
			pPID = pPlayer.getID()
			iGold = pPlayer.getGold( )
			if pPlayer.getGold( ) >= 5000:
				pPlayer.changeGold( 50 )
			if pPlayer.getGold( ) < 5000:
				if pPlayer.getGold( ) >= 100:
					pPlayer.changeGold( iGold//100 )
				else:
					pPlayer.changeGold( 1 )
					
## Suzerainty End ##
 
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