Help Wanted Ads

I was going to add fuel gauges in the city screen similar to the way Rev does. It wont happen until late Jan as I head of for the family get together in a couple of days.

Dang whats the weather there like then, we just had a bunch of Snow fall last night:sad:
 
Dang whats the weather there like then, we just had a bunch of Snow fall last night:sad:

Currently warm and wet. We had hot and dry last week and the week before with snow in between. All right, it was just the chance of snow as there was no moisture in the air. Of course what I call hot (25-30) now will only be warm come autumn.
 
@AIAndy:

Since you (or anyone really very familiar with python mapscripts), are more familiar to them, in some of them i want to reduce alot of the desert(s), tundra, and ice stuff, especially in the Mongoose one (I personally dont like them that much), how do i change them to have better terrains from the git go? Thx.
 
@AIAndy:

Since you (or anyone really very familiar with python mapscripts), are more familiar to them, in some of them i want to reduce alot of the desert(s), tundra, and ice stuff, especially in the Mongoose one (I personally dont like them that much), how do i change them to have better terrains from the git go? Thx.

Isn't there options for wetter and warmer?

On another note - does the dll store information about the turn a building was built and is it available to python?
 
Isn't there options for wetter and warmer?

On another note - does the dll store information about the turn a building was built and is it available to python?

There is a line in that mapscript that can be tweaked to give more or less desert (or cold for that matter). I think that is what SO is asking about.
 
There is a line in that mapscript that can be tweaked to give more or less desert (or cold for that matter). I think that is what SO is asking about.

I know that, i just need the correct line, there are alot of lines that have the word desert etc in them.
 
Isn't there options for wetter and warmer?

On another note - does the dll store information about the turn a building was built and is it available to python?
AIAndy told me a while back how to manipulate the map like SO wants but I can't recall off hand so it'll take a bit to research and get back to you guys on that.

No, I don't think that information is stored and available to python but if you'd like it to be I can do that for you. Is it something you'd like done right away? (Actually... I'd have to look now that I think of it because WONDERS do seem to track the date they were built and display that in the top city rankings page so perhaps it'd be very easy to keep track for all buildings!)
 
When a building was built is stored in the city data (it has to be, otherwise the double culture after X years would not work), and accessible to Python.

In Python a CyCity (CvCity in the DLL) has a getBuildingOriginalTime(iBuildingType) function. I think this returns the turn number, not a date, but I'm not sure of that.
 
When a building was built is stored in the city data (it has to be, otherwise the double culture after X years would not work), and accessible to Python.

In Python a CyCity (CvCity in the DLL) has a getBuildingOriginalTime(iBuildingType) function. I think this returns the turn number, not a date, but I'm not sure of that.

Thanks, hopefully it is turn not date for what I want it for.
 
Isn't there options for wetter and warmer?

On another note - does the dll store information about the turn a building was built and is it available to python?

The DLL does store turn-built info, for use by the 'double culture after 1000 years' type buildings. I'm not sure if it's accessible from Python currently, but if not it shouldn't b hard to make it so.
 
@AIAndy:

Since you (or anyone really very familiar with python mapscripts), are more familiar to them, in some of them i want to reduce alot of the desert(s), tundra, and ice stuff, especially in the Mongoose one (I personally dont like them that much), how do i change them to have better terrains from the git go? Thx.

When I open the map up with notepad++
You can see there are some ways to change the climate.

Like this for example:
line 204
#How many land squares will be below desert rainfall threshold. In this case,
#rain levels close to zero are very likely to be desert, while rain levels close
#to the desert threshold will more likely be plains.
self.SaltFlatsPercent = 0.03
self.DunesPercent = 0.08
self.DesertPercent = 0.15
self.ScrubPercent = 0.20

There are some others, and im not too sure what the exact effects will be, but seems pretty straight forward. I don't know what the "desert threshhold" its talking about is. "levels close to zero are very likely to be desert" so I guess by increasing 0.08 on self.dunespercent to say 0.18, I would presume more of these tiles that could be plains or could be dunes - would now more likely be plains as a result of increasing this number.

Thats my interpretation anyway.
Have a look around SO, see what happens when u increase these for instance.
 
When I open the map up with notepad++
You can see there are some ways to change the climate.

Thats my interpretation anyway.
Have a look around SO, see what happens when u increase these for instance.

Thx i completely overlooked the rainfall, DUH:blush:
 
If i wanted a certain unit (lets say a Hero) to begin its quest on a certain date(rather than being built with resources, or for that matter with resources), how could i do that with the current XML that is available??
 
If i wanted a certain unit (lets say a Hero) to begin its quest on a certain date(rather than being built with resources, or for that matter with resources), how could i do that with the current XML that is available??

If it was barbarian you could use the spawn code, just like an animal spawn, I think. For AI/player civs you might be able to use an event. Otherwise you'd have to use Python.
 
Actually, having hero units spawn based on events is not a bad idea I think. The filters for the events would likely support this pretty well and make it possible for it to only happen once. And we could tell some story in it with the event popup text.
 
Actually, having hero units spawn based on events is not a bad idea I think. The filters for the events would likely support this pretty well and make it possible for it to only happen once. And we could tell some story in it with the event popup text.

How would we make that balanced though? If an AI randomly (from your perspective anyways) spawns a hero it will feel like cheating to the player.
 
It's already somewhat balanced as a reward that only applies if you've managed to obtain the culture the hero is limited to. This would just replace the actual building of the hero process. So heroes would still be linked to the culture - perhaps even the primary culture generating wonder building. Then it'd have a nearly automatic or absolutely automatic trigger chance to emerge when the culture is possessed and the civ happens to be in a given age. For some cultures that have more heroes than others, an event could make the player take a bit of a sacrifice in order to get the hero or optionally not get the hero at all...
 
There is a once only tag on Events.

The current problem I have with Heroes is that I don't get to build the culture that they require until after you lot suggest the hero goes obsolete. To fix that the cultures need to go obsolete when their heroes and units go obsolete.

Let's face it playing as an African nation on a random map it is almost impossible to get more than two African cultures. I have played many a game where I have not been able to get any of them. Where as if I conquer and keep a city of an American, European or Asian nation I can suddenly build 6 or more cultures.
 
Not having predefined base Culture Families but rather being assigned one based on the correlation to the first city placement and the 'spawn' region would be a good step towards helping with that problem you just mentioned DH. If you are trying to be an African nation in the Tundra, you probably aren't going to have many culture building options.
 
Not having predefined base Culture Families but rather being assigned one based on the correlation to the first city placement and the 'spawn' region would be a good step towards helping with that problem you just mentioned DH. If you are trying to be an African nation in the Tundra, you probably aren't going to have many culture building options.

I use "Culturally Linked Start" which is supposed to do that! However even if I start in the right spawn region I may only get 1 more. I usually get Swahili and maybe Zulu. I did cheat once so I could get Egypt since I was playing that.
 
Back
Top Bottom