Glory and Greatness, Development Thread

Then I'm looking forward to completing this over the weekend. :goodjob:

What is your next request, Python wise, by the way? Was it something about super traits, or something? :confused:
 
Okay, I've finished and I've got everything working right now, all of the stuff from Asaf's DLL has been blended in and is working great!

I've also cleaned up the mod a little bit in a few spots, Ramkhamhaeng has a better-looking shadered crown, Elizabeth is out and Victoria is in as the leader of the "British Empire," etc.

I'll upload soon and post the link here.

As for SuperTraits -- That was a possible re-conceptualizing of Glory and Greatness, but this is so much better! Every civ is coming together nicely in this, so that idea is gone for now.
 
http://www.megaupload.com/?d=IJ8HXUN2

That's the version with Asaf's DLL already integrated. Everything is working on it right now, so hopefully adding in the Python work it will keep working. If there's a problem let me know.

When you get done testing do you want to just send me the Python Files? This weekend I'll be working on finishing the text and preparing a few things -- I have one more wonder, two more future units, and a couple of buildings I'm adding (a solar plant and museums, museums increase your culture and Great Person production but require a certain number of libraries in your civilization, solar plants make people healthier and happier with Environmentalism and give clean power, but lessen a city's overall production).

But that's all a few tidbits and their not coming in until the Python powers are up and running, about 1 more week or so and I think this mod will be ready for some play testing!
 
Do I send you the files or post here? Luckily I have some 20 work hours to commit to finishing up the powers this weekend - hopefully its sufficient.

But you have no other Python scripting planned after this whatsoever?
 
If you want to zip them up and post them here as an attachment that works, or you can send them to my e-mail.

And yes, after Glory and Greatness is done I'm done with modding for a long time, instead I'm going to be playing it! I'm kind of pouring a lot of effort into this one because of that, I want it to be really good so I'm putting a lot of detail into the balance, artwork, text, etc

So no more modding requests once this baby's done from me. Incidentally, you and Asaf helping out like this means this mod will be incredible, never could have come close without you guys and your hard work.
 
Before I forget: Should there be any in-game messages heralding any of the effects of these powers? Like when units heal or get captured?

Also, what about color coding? (Or should all text be white?) And do we need arrows pointing to the action?
 
Some notes before I forget:

The German drafting power isn't showing immediately, but only on the next turn. It shouldn't have any practical effect, however.

The Mali free Tech power only fires once the first city is built. This turned out to be a limitation in the CyPlayer.chooseTech() method.

I split the settings for the Aztec gold from XP and the Japanese culture from XP into a base integer value and a denominator. So if the base value is 10 and the denominator is 2, then the amount granted is 10 + iXP * 2. The default values are however 0 for the base and 1 for the denominator, so that the amount is equal to the amount of XP (which isn't a lot in many cases).

The Ottomans get as much culture in captured cities as the current total amount of culture (for all players), so that they end up with something like 50 +/- 1%. This is equal to the default 100% setting, so a 50% setting would give the Ottomans 1/3 (iTotalCulture * 0,5) and a 200% setting would grant 2/3 (iTotalCulture * 2) of the total city culture. You may change this percentage to whatever is most balanced when in testing. Note however that the cultural percent isn't showing correctly until the Ottomans produce their first culture point in the city - no matter how many points have been planted in the city by script. This will also make cultural borders expand to their correct proportions.

As of writing this there is only Rome, Russia, Spain, Vikings and Zulu left to test. (Unless, of course, I need to test all the text messages also. :p)
 
Two things:

1. Should the Spanish always get a gold bonus from huts? Or only from the gold variety huts? (Note that I haven't been able to find any way of adding the bonus gold value to the value displayed in the text message. It would however be possible to add another message for the bonus.) Also, how big should the gold bonanza be? (I'm currently using a default value of 50, which gets halved for the lesser gold hut reward. So its 50 or 25 gold, then.)

2. The Zulu upgrade power simply isn't working - not until someone helps me out with the callback I'm using anyway (canUpgradeAnywhere). I'm afraid I'm stuck and its of course has to be the last of the powers. :rolleyes:

Other than that, I'm doing the Spanish and the Scandinavian powers in the meanwhile, and once those are done I need to know whether to start working on the text messages or not.
 
2. The Zulu upgrade power simply isn't working - not until someone helps me out with the callback I'm using anyway (canUpgradeAnywhere). I'm afraid I'm stuck and its of course has to be the last of the powers. :rolleyes:

The canUpgradeAnywhere does not appear anywhere in the code, nor does it in the exe (a simple textual search should find this).
I can add it in the DLL, but the point you raised in your thread is a good one - what about prereq resources for the upgrade?
 
Two things:

1. Should the Spanish always get a gold bonus from huts? Or only from the gold variety huts? (Note that I haven't been able to find any way of adding the bonus gold value to the value displayed in the text message. It would however be possible to add another message for the bonus.) Also, how big should the gold bonanza be? (I'm currently using a default value of 50, which gets halved for the lesser gold hut reward. So its 50 or 25 gold, then.)

2. The Zulu upgrade power simply isn't working - not until someone helps me out with the callback I'm using anyway (canUpgradeAnywhere). I'm afraid I'm stuck and its of course has to be the last of the powers. :rolleyes:

Other than that, I'm doing the Spanish and the Scandinavian powers in the meanwhile, and once those are done I need to know whether to start working on the text messages or not.

The Zulu power can be replaced with something else. Let me know and I'll start brainstorming.

The Spanish should always get some extra gold, even hostile villagers (let's face it, many tribes were hostile but the Spanish still profited from contact with them!). The Spanish player should have a lot of incentive to race to every possible goody hut. Gold totals of 50 or 25 sounds quite reasonable.

As for the in-game messages, definitely for the Ottoman, German and Mayan events. Taking damage in Russia for example I'd say no, as well as the Japanese instant heal or culture acquisition, because I could see scenarios in which they occur like 10 times per turn for several turns in a row during combat.

Text in whites is perfectly fine. Arrows pointing out the newly-acquired units sounds great, I didn't even know that was possible!
 
The Zulu power can be replaced with something else. Let me know and I'll start brainstorming.
It does seem like it wont happen, at all. I'll simply scratch that from my agenda then.

The Spanish should always get some extra gold, even hostile villagers (let's face it, many tribes were hostile but the Spanish still profited from contact with them!). The Spanish player should have a lot of incentive to race to every possible goody hut. Gold totals of 50 or 25 sounds quite reasonable.
Ok, but shouldn't it be a random value instead? And what about a text message explaining where the gold came from? Perhaps there should only be a gold bonus for non-gold huts?

As for the in-game messages, definitely for the Ottoman, German and Mayan events. Taking damage in Russia for example I'd say no, as well as the Japanese instant heal or culture acquisition, because I could see scenarios in which they occur like 10 times per turn for several turns in a row during combat.

Text in whites is perfectly fine. Arrows pointing out the newly-acquired units sounds great, I didn't even know that was possible!
Ok, then. I'll add sample text messages - you'll be able to edit them yourself later. Color coding is quite possible however - I used dynamic green/red/white for friendly/hostile/neutral events. But I'll just stick to white then?

Besides the messages I'd say I'm done.
 
It does seem like it wont happen, at all. I'll simply scratch that from my agenda then.


Ok, but shouldn't it be a random value instead? And what about a text message explaining where the gold came from? Perhaps there should only be a gold bonus for non-gold huts?


Ok, then. I'll add sample text messages - you'll be able to edit them yourself later. Color coding is quite possible however - I used dynamic green/red/white for friendly/hostile/neutral events. But I'll just stick to white then?

Besides the messages I'd say I'm done.

Okay, I'll think up something for the Zulu.

Random is fine if there is a floor and ceiling that is reasonable, I suppose 25 to 50 gold, with the message "Your explorers have found native treasures!" But tie it to all native huts if that works, I think gold give is a lot more common than others on higher difficulty and I really want Spain to benefit from this.

I do blue for friendly, red for adverse, white for neutral. But just do white and I'll do some coloring later.

Thanks a heap, look forward to testing it all!
 
I already added this sample message for the Spanish huts:
"Spanish Conquistadors are delivering treasure to the Royal Court in %s1!"
The %s1 bit will be replaced with the name of the Spanish capital. This is also a global message, since it should probably be something that is rumored around the world. The Ottoman capture is also a global message (since the human player should be make aware of any capture of friendly units), but the others only concern the player who benefited from the event.

I'm adding support for color coding - the addMessage() function is documented in the GGUtils module:
Spoiler :
Adds the tag (string) message to the game in eColor. (The default color is eWhite
and the other preset pointers to valid ColorTypes are eRed, eGreen and eWhite.) If
the tag argument requires other values to be inserted in the message, then these can
be supplied with the optional tValues (tuple) argument. The ePlayer (integer)
argument can be supplied to prevent the message from being transmitted if it
references some other PlayerType than the human player's. The optional tCoords
(tuple) argument is set to a pair of default -1 values that indicate that no arrow
should accompany the text message. (Valid map tile coordinates will enable the arrow.)

edit: The maximum amount of gold is defined with the iSpainGoldBonus constant. The default value is 50 and it means that the actual amount will be any random value between 26 and 50.
 
The modules are attached below, you know what to do.

Now, don't even fire up a game without enabling both Python exception and exception pop-ups in the .ini file. Also, enable cheat mode and make sure to reveal the entire map when testing (Ctrl + z). This also allows you to inspect cities and whatnot.

Note that all the settings for the powers, including the message strings, are at the top of the GGPowers module. These don't include color coding for messages however - for that you will actually have to bother with the various functions themselves. Refer to the documentation for the addMessage() function in GGUtils. (You might need help with the Ottoman message however, because you wanna display a different color depending on if the human is the playing the Ottomans, the losing player or another player altogether.)

Also, my work supports translations, so replacing any string value with a XML tag (inside quotations) will enable you to define the text in XML - with the option of translated entries. It all works because all messages are being processed through CyTranslator.
 

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The adopting a civic feature isn't working for India, was that something you did and it isn't working or did you not do that? Maybe I'll ask Asaf if he can make canadoptcivic a tag to tie to a trait if not...
 
Instructions for cheat mode are posted at the top of this forum. Every modder should be aware of this.

Of course I did do the civic based powers, here are the actual settings:
Code:
eCelticCivic = eHereditaryRule
eChineseCivic = eBureaucracy
...
eIndianCivic = ePacifism
...
startingCivicDict = { "Celtia": eCelticCivic,
                      "China": eChineseCivic,
                      "India": eIndianCivic
                      }
I just forgot to attach the PythonCallbackDefines.xml file... :rolleyes: That is why some of these powers aren't working for you. Attached below.

Also, you could look at the top of the GGPowers.py file and see what settings are available. Those roughly correspond to the powers included, although some of them might not have any settings. (But I guess that was mainly Zulu, which is no longer any concern of mine. Or did you perhaps come up with another Python based power for them? :D)
 

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