[to_xp]Gekko
QCT junkie
could Auric and Cassiel be set to ignore AIreligionweights when leading non-Agnostic civs? It's kinda sad to see them never adopt a religion when they show up using unrestricted leader 

Here is an updated version of Platy World Builder for FfH2.
I tried to change the diplomacy so that it would allow you to change Embassy and Right of Passage Agreement statuses, but it did not really work out. I don't think everything necessary is exposed to python yet.
I'd like to be able to use the minor leaders in regular games.
Anyone else notice that the Infernals aren't very aggressive and don't use their world spell to get the Ashen Veil cities?
Aren't the Mercurians and Infernal supposed to be extremely aggressive? I feel that when they come in wars should break out more and things should isolate more than they do.
I would very much like pNewUnit.convert(pOldUnit) to set pNewUnit as the summoner of all of pOldUnit's summons.
It would also be nice if there were a function that would return a list of all a unit's summons.
Tholal, would it be possible to add some means of removing the "Crazed" promotion from Lunatics? Priest spell/Pool of tears/Spirit III/entering a city with Infirmary?
Can the difficulty be changed from WB?
[to_xp]Gekko;12607448 said:I'd like to recommend this tweak from EITB: http://realmsbeyond.net/forums/showthread.php?tid=4357&pid=186929#pid186929
[to_xp]Gekko;12609857 said:is it possible to have the game detect when simultaneous turns is on, and subtract 1 to immobileturns entries in civ4spellinfos? those spells are broken under those circumstances as they last double than intended and allow to keep a stack frozen indefinitely.
[to_xp]Gekko;12631611 said:denev's fix that stopped the UI automatically switching to another unit after you move the current one, IF the current one can cast a spell.
I think it would be nice if Advanced Tactics option would allow you to build cities and superforts in territory owned by rivals with whom you are at war.
Thanks again!
Do you know what functions need to be exposed for this?
Couldn't you make that part of the pNewUnit.convert(pOldUnit) code run only if pNewUnit.getOwner() == pOldUnit.getOwner() ?Think that would get a little strange if a unit is captured or traded. I'm guessing that you're mainly concerned with units that get upgraded?
ThanksAdded to the feature request list.
That's beyond the scope of this mod.
No idea.
Interesting idea. Added to the list.
Here is another update of World Builder
[to_xp]Gekko;12563344 said:could Auric and Cassiel be set to ignore AIreligionweights when leading non-Agnostic civs? It's kinda sad to see them never adopt a religion when they show up using unrestricted leader![]()
The 4 functions that deal with Open Borders Agreements are these:
pTeam.isOpenBorders(iTeam)
pTeam.changeOpenBordersTradingCount( iCount )
pTeam.getOpenBordersTradingCount()
pTeam.signOpenBorders(iTeam)
For Right of Passage Agreements, the only equivalent function that is currently exposed to python is this:
pTeam.isLimitedBorders(iTeam)
These three exist in CvTeam.h/cpp, but not in the CyTeam files:
pTeam.changeLimitedBordersTradingCount( iCount )
pTeam.getLimitedBordersTradingCount()
pTeam.signLimitedBorders(iTeam)
For embassies, I don't have as clear an example to follow and am less sure what I'm doing. I even might be able to figure out how to make it work with only the two functions which are already exposed:
pTeam.isHasEmbassy(iTeam)
pTeamisHasEmbassy(iTeam)
It should be possible for Tholal to expose a difficulty changing function to python, which would make it easy enough for me to add that functionality to Worldbuilder.
I think that these are the functions that would need to be exposed to python:
void CvInitCore::setHandicap(PlayerTypes eID, HandicapTypes eHandicap)
void CvGame::setHandicapType(HandicapTypes eHandicap)
BuildingInfo.isRequiresCaster() is not exposed to python.)
Couldn't you make that part of the pNewUnit.convert(pOldUnit) code run only if pNewUnit.getOwner() == pOldUnit.getOwner() ?
Yeah, I'm mostly concerned with upgrades, although that can include units upgraded through spells.
Would it be possible to make it so that you can enter worldbuilder while facing an event popup, rather than having to make a choice first?
Also, could it be made so that worldbuilder is more responsive when you try to use it during another player's turn, particularly during an AI loop you are trying to break?
I'm guessing those are both outside of your abilities, but it sure would be nice.