[PYTHON] Help adding Attribute

Ok, understood. :thumbsup:

The "spreading mechanism" itself does not use events. Which it could do nicely by the way.
Meaning you could spread "the plague" using EventTriggers that check many different conditions.

But it is of course your feature design. :)
 
But if I do manage to create this modcomp I might make it modular so that everyone can easily use it. But I don't know if python can be used in modular loading.
 
But if I do manage to create this modcomp I might make it modular so that everyone can easily use it.
The concept of "Modular Mods" - meaning that it is possible to load multiple mods simultaneously - does not exist in Civ4BTS or Civ4Col.
You will always need to merge the mods in some way. (Some files will always need to be merged manually.)

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Depending how well you encapsulate your logic into separate files, this might be easier or harder.
Also depending on the other modders skills merging specific things like C++, Python or XML is easier or harder.

For most people:
  • Merging XML --> really easy
  • Merging Python --> a bit of try and error (easy copy paste but errors are difficult to spot)
  • Merging C++ for DLL --> quite hard (at first complicated but errors are really easy to find)
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The only real advantage for merging you will get with "pure Python" is, that other modders will not need to re-compile a DLL.
The other advantage "pure Python" has, is that it will also work on MAC OS.

Python also has disadvantages though. It is much more difficult to write really complex and powerful code in Python than in C++.
(It is much more prone to errors because debugging and IDE support for coding are less existent.)

IDEs for C++ usually slap any obvious errors directly in your face. :)
Only the really tricky stuff might need test games with debugging.

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Summary:

Real "Modular Mods" is not possible for Civ4BTS or Civ4Col. Some merging is always necessary.
But yes, Python is usually a bit easier to merge. But also more prone to errors.
 
The concept of "Modular Mods" - meaning that it is possible to load multiple mods simultaneously - does not exist in Civ4BTS or Civ4Col...
All my added civs for BTS (until now 2) are modular and it works.
And I have downloaded many other modular civs, or concepts, or units and buildings and it works fine. All you need to do is change the config file to 'modular = 1'
 
All my added civs for BTS (until now 2) are modular and it works.
And I have downloaded many other modular civs, or concepts, or units and buildings and it works fine. All you need to do is change the config file to 'modular = 1'
Yes, you are right. :thumbsup:
Small mods (e.g. XML changes and graphics that just add a new Unit) can be modular.

And yes, that could also only work for mods that are not DLL modded.
Because the game can only load one DLL.

Also changes in XML Schemas might make mods incompatible.
(But for changes in XML Schemas you will also need to modify DLL of course.)

And yes, a mod that only has one Python + XML based feature might still be modular.
(Although only if it does not overwrite files another mod you want to use as well also changes.)

When I think about "mods" I always think about "big mods". :dunno:
(Something that just adds a Unit is just a "mod comp" or "graphics comp" for me.)

Once a mod becomes really big, it basically becomes incomptabile to everything else really fast.
(To a point where even Vanilla maps might not work anymore. Only maps created with the mod itself.)
 
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We all have a personal different interpretation of wording. :)
So there is no wrong or right.

Also things in Civ4Col modding scene are quite different than for Civ4BTS modding scene.
(I am a Civ4Col modder.)

Spoiler :

In Civ4BTS you have massive amounts of different mods.
(Varying from very small to gigantic in size.)

In Civ4Col basically only the "big mods" survived long enough to be know.
(All the small mods were integrated into those. Basically treated as "mod comps".)

In Civ4Col modding scene there was a very strong consolidation of modding teams and mods.
(There were simply not enough modders to keep supporting too many different projects.)

In the end even all the reamining modders joined forces for WTP (We the People).
It is today the only Civ4Col modding project that is still active and by far the biggest Civ4Col mod.

That is why when somebody says "mod" to me, I always think "big mod".
 
Is it interesting modding in Colonization? Does it require a lot of python/c++ skill?
I have only played colonization 3 times and I recently found out about your mod. The only experience in Civ4Col "modding" is the scenario I created with the map I also created of the Americas of the New World in 1600 AD.
 
Is it interesting modding in Colonization? Does it require a lot of python/c++ skill?
Technically Civ4Col modding is "almost the same" as Civ4BTS modding:
Spoiler :

Any Civ4BTS modder can easily become a Civ4Col modder and vice versa.
Modding Civ4Col does not really require different skills or knowlege than modding Civ4BTS.

Civ4Col uses the same technologies, but it has lots of game mechanics that Civ4BTS does not know.
(Especially the "economy / trade / transport / profession systems" are far more fleshed out.)

The graphical engine in Civ4Col is a tiny bit better than in e.g. Civ4BTS - because it is a bit newer.
(It e.g. has better water reflections. But the differences are really tiny.)

As an impression of the improvements of the graphics engine, see here:
(Many of these graphical improvements have also resulted from our modding though.)
Spoiler :

civ4screenshot0074-jpg.571331



The main differences is the size of the modding community and the way modders cooperate:
Spoiler :

Civ4BTS modding scene is huge and has a huge variation of mod projects. (Small mods to gigantic mods.)
In Civ4Col modding scene is small but very much consolidated. (As I said, currently one 1 active mod is left.)

The remaining Civ4Col modders basically know each other since years.
In the last years we were getting fewer and fewer, only recently some new modders started again.

We also have to strongly cooperate to keep at least the last 1 active mod alive ...
We can not afford to split our forces because otherwise we could not deliver a "quality mod" anymore.

If you like a huge modding scene with lots of new mods being developed all the time: stick with Civ4BTS.
If you like a small modding scene that focusses only on 1 mod project: Civ4Col might be interesting.

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"Interesting" is a matter of personal taste. :dunno:
I think it is mostly about "Which game do I like better?".

But I think we are getting a bit off topic. :D
 

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Technically Civ4Col modding is "almost the same" as Civ4BTS modding
Colonization is essentially a mod of BTS. Most of the source code is the same, even down to typos. There are Colonization only features (like unit professions), but interestingly to a certain degree we could mod that into BTS if we want to. Yes a lot of work and totally not worth it, but doable, hence supporting the "Colonization is a mod" view. There are differences in the exe, which we can't mod. The graphics engine has been mentioned. Displaying a nuke explosion is BTS only. The support for dragging widgets (dragging a unit or cargo into a ship) is Colonization only. There are such tiny details, which differs, but most modders will not notice those.

This means when asking for which skills are needed to mod, the answer is: the same. There is no difference. You should pick what to mod based on which game/mod you want to work on rather than your skills. The most important part of skill requirements is actually the number of people working on the mod. If you are alone, then you have to do everything. If it's a well established team, then it's ok to only do a specific part and leave the rest to other people.
 
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