Glory and Greatness, Development Thread

I thought that watching the combat animations was pointless in any case ;) - because you can learn the sequences and some animations are winning ones and others are losing ones. I guess I just ruined the game for you now. :p

I now see that while the Aztec and Japanese powers are triggered on unitKilled the other unit based powers are triggered on combatResult. So this probably accounts for the issue. I moved the function calls and attached a replacement event manager module - test and see if the issue is resolved and that I didn't make some stupid mistake moving those calls.

This is actually good to know for the future, so I salute your friend for spotting the mistake! :king:
 

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I thought that watching the combat animations was pointless in any case ;) - because you can learn the sequences and some animations are winning ones and others are losing ones. I guess I just ruined the game for you now. :p

I now see that while the Aztec and Japanese powers are triggered on unitKilled the other unit based powers are triggered on combatResult. So this probably accounts for the issue. I moved the function calls and attached a replacement event manager module - test and see if the issue is resolved and that I didn't make some stupid mistake moving those calls.

This is actually good to know for the future, so I salute your friend for spotting the mistake! :king:

Okay, call me a simpleton but I've never really caught on to which are the "winner" animations, I just watch it play and see what happens. Of course I've been playing with unit formations that are huge for so long that I don't remember what it looks like on standard ...

Oh, and I just tested the changes, they work great!

and yeah, I have a friend who is not a civfanatic but I just e-mailed him the download link for the Beta and he gave it a whirl. Cool friend, and fairly nitpicky (he knows it, too). Should turn up more stuff.
 
One bug that I actually never was able to sort out was that once-in-a-while exiting the game to Main Menu and relaunching a game would cause an unidentified C++ error and thereby breaking the Python code on game start. And this brakes all the powers and makes the mod generate exceptions all of the time. :p

But I suspect that this only happened when I made changes to and thereby reloaded Python modules while the game was running. This of course was how I tested my code.

If you get these exceptions when testing - without editing any .py file - then we should probably be worried. Otherwise not overly so...
 
Hey Baldyr, Asaf, do you guys have anybody in particular who helped you you'd like to add to the final thank-you list?

Balance is good, tweaked the worker speed modifier for Ethiopia to 33 percent. It makes them a lot more competitive in the early game.

Still typing Strategy guides and gathering better artwork for some wonders.
 
Hey Baldyr, Asaf, do you guys have anybody in particular who helped you you'd like to add to the final thank-you list?

Umm... My wife? :lol:
No need. thanks.
 
EmperorFool? :lol: He though me pretty much everything I know, but maybe he doesn't deserve credit on this project. :D
 
Nice! :king:
 
Hey Baldyr, is there a way to make it so only the Spanish player sees the goody hut gold message? I just noticed I was seeing it in the Ancient Era in a game yesterday and I didn't meet Spain until the Medieval Era.
 
Sure. But would you rather have it so that only players who have contact with the player referenced in any message gets it?

So if you haven't met the Spanish you won't get any of "their" messages. But anyone who knows about that player would get those.

This would be a new global rule and be applied to all in-game messages. What do you think?
 
I think that the 'extra gold' message from a hut should only be displayed to the Spanish player (if it's human). Why should other players see this?
 
Because rumors of large caches of gold create a global echo?

But we could probably rework all the messages to better control who is getting what message. As I've said before - some of the messages would probably make a whole lot of sense to other players than the one causing it to appear. Like the unit capture messages.
 
Ummm, I may be off track here, but won't CyInterface().addMessage() display the message to only the given player?
 
Ummm, I may be off track here, but won't CyInterface().addMessage() display the message to only the given player?
Yeah, but we need to figure out who that player is on any given occasion. The easiest way to do it is of course to get the human player and pass its PlayerType as the parameter. I'm thinking we need be able to restrict this selectively, so the function which is invoking CyInterface.addMessage() probably needs some additional argument, or something.

seasnake will have to design this and I'll code it according to those specifications.
 
No, seasnake is the designer, and that makes him the expert. :king: We only work here. :lol:
 
No, seasnake is the designer, and that makes him the expert. :king: We only work here. :lol:

The Expert in coming up with projects to take your time?

Anyway, I just want it to be a requirement that you have to know Spain exists before you can get a message learning that its conquistadores are making them richer. As for the enslavement message, I think the player that loses the combat to the Maya should get a message "The Maya have enslaved our unit!" and the loser to the Ottoman should should get a message "One of our units has been taken as a prize!"
 
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