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I had the outcomes working when in the unit infos but when I transfer them to the unit combat I get the message
Code:
Assert Failed

File:  CvGlobals.cpp
Line:  5195
Expression:  stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type ADAPT_DEFAULT not found, Current XML file is: modules\DancingHoskuld\Subdue_Animals\Subdue_Animals_CIV4UnitCombatInfos.xml

----------------------------------------------------------
Ah, loading order. I'll fix it.

EDIT: Done.
 
@Hydro

I took over a city that had a Cultural Civ (Hopi), i razed that city because it kept going into revolutions, and JUST moved it 1 tile to the south, same everything around it, but now i cant build the civ, is it a ONE time deal to build it and once it razed you can get it back??
 
@Hydro

I took over a city that had a Cultural Civ (Hopi), i razed that city because it kept going into revolutions, and JUST moved it 1 tile to the south, same everything around it, but now i cant build the civ, is it a ONE time deal to build it and once it razed you can get it back??

They are Wonders, so yes.
 
Have you hit 60 yet?

JosEPh
 
@signature
Because 45% don't understand English?
 
Happy Birthday, StrategyOnly!

I really thought you would be in your 30s because of the pic you had as avatar for quite a long time, looked like a baseball-player card :)

Well, feeling kind of young in the midst you guys now, thx for that! :D

:bday: :cheers:
 
I have just been creating units in the python for capture and for releasing slave. Should I be using the ModNetMessage stuff like the Abandon City mod does so that the mods play nicely with multi player?
 
I would think that would be important to do but AIAndy might be able to better say if its a situation taking place in an asynch or synch state. Missions often have a built-in modnet message mechanism so far as I can tell, but anything with popups would definitely need that... I'm still learning where this sort of thing must be applied and where we're safe without it.
 
We give money (and science) to the player from some promotion python. We also do it when you remove a world view in CvRandomEventInterface.py. I can never remember when to use the mod net message stuff.
 
I have just been creating units in the python for capture and for releasing slave. Should I be using the ModNetMessage stuff like the Abandon City mod does so that the mods play nicely with multi player?
The question is: What triggers your code to run?
 
An outcome mission?

Yes.

Also I want to put a small golden age on outcome/missions for Human Sacrifice but will the AI know to use it?

I am thinking of the order of one turn per military/Neanderthal captive sacrificed and 3 turns for civilian captives. These would increase with buildings eg Toltec/Druid/Cannain cathedral buildings plus with wonders.
 
Hmm, from my "trial and error + self conclusion" understanding, sending modnet is required only when it has something to do with U.I. such as making a selection from a python popup, pressing a python action button, or using codes with CyInterface().getHeadSelectedUnit() etc, because all other users do not know what it is that you chose, pressed etc.

As such, even if codes are done in onCombatResult, if it creates a python popup for you to choose an action, then modnet is still required.

Am I right :D
 
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