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help with features?

hmmm you deleted the percent chance of it happening lol. the test was at 100 but in the mod it will be at 25...

it is not nessisary to have the barbarian line but I would prefer it if the barbs couldn't take your ships away lol
Oh, this is the beauty of being able to do these things. You get to decide yourself. :king:

edit: And the value 25 would be equivalent of a 26% chance. (Hint: Its in the operator.)
 
1. The Roman Empire splits in half after a certain date and the new eastern roman empire starts with a settler and army too

Not quite sure, if it fits already, but i'm loading it up here, because i don't know how much time i'll have in the next days.

There's one entry in EventTriggerInfos, one in EventInfos and two in CvEventInterface.py, all at the end.

At the moment the setup is so, that in the year 3800 BC, the roman empire will lose the cities TXT_KEY_CITY_NAME_ANTIUM, TXT_KEY_CITY_NAME_CUMAE and the city with the name Konstantinople, if the are to the north east of the plot 0,0, to the new upcoming byzantine empire and the cities will be renamed to Byzanz, TXT_KEY_CITY_NAME_ANTIUM and TXT_KEY_CITY_NAME_CUMAE (in this order).
The byzantines get all units in these cities and the same technologies like the romans and will declare war on the romans.

This is sure not finished, but should be good enough as base for some customizations.

I guess Jarlaxe Banrae is also interested, right?
 

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I don't know but I will have a little play around...

when you said that everything north east of 0,0 to the new upcoming byzantine empire and the cities will be renamed to Byzanz

If I make it everything south east of a certian co-ordinate eg 45,67 would that mean that everything past 45,67 would then (as long as it's roman) would flip to the byzantines aswell as Byzantium regardless of who has it?
 
ok thanks alot, I will have a play around with an experiment and see how it works out... becuase the problem is that when they spawn and there are no roman cities to the east of the selected co-ordinates then what would happen to the byzantines...

Does it apply to ALL cities past 0,0 (apart from rome) not just founded cities for example if athens is conquored by the romans would it also be included with the civil war...
 
ok thanks alot, I will have a play around with an experiment and see how it works out... becuase the problem is that when they spawn and there are no roman cities to the east of the selected co-ordinates then what would happen to the byzantines...

um...they'd die immediatly.
I maybe should give them a settler on the mentioned coordinates.

Does it apply to ALL cities past 0,0 (apart from rome) not just founded cities for example if athens is conquored by the romans would it also be included with the civil war...

Depends:
- If you mention city names, then only if you include athen.
- If no city names are mentioned, then all cities would be affected (umm...maybe i should add a max. number of affected cities)
 
right I was thinking that I wanted to make sure that Byzantium became the capital so I decided I would enter every single possible city name into the code and the have Constantinople in the box beneath i.e

Spoiler :
Code:
###civil war - custom event
def canTriggerCivilWar(argsList):
	kTriggeredData = argsList[0]
	sCiv = "CIVILIZATION_ROME"
	iYear = -3800
	
	player = gc.getPlayer(kTriggeredData.ePlayer)
	if not (player.getCivilizationType() == gc.getInfoTypeForString(sCiv)):
		return False
	if gc.getMAX_CIV_PLAYERS ()==CyGame().countCivPlayersAlive ():
                return False
        if iYear == CyGame().getTurnYear(CyGame().getGameTurn()):
                return True
	return False

def applyCivilWar(argsList):
        kTriggeredData = argsList[1]
	iX = 39 ## if coordinates are not important/should not be applied
	iY = 51 ## then set both to 0
	East = True # True for everything to the east, False for west
	North = False # True for everything to the north, False for south
        ###if coordinates should not be applied, let both values stay True

        ###cities which should change the owner; if this should not be applied,
	###change it to Cities = []
	lCities = ["Byzantium","TXT_KEY_CITY_NAME_ANTIUM","TXT_KEY_CITY_NAME_CUMAE","TXT_KEY_CITY_NAME_HADRUMETUM","TXT_KEY_CITY_NAME_HIPPO","TXT_KEY_CITY_NAME_KERKOUANE","TXT_KEY_CITY_NAME_LEPTIS","TXT_KEY_CITY_NAME_THAPSUS","TXT_KEY_CITY_NAME_SICCA","TXT_KEY_CITY_NAME_THAENAE","TXT_KEY_CITY_NAME_TACAPE","TXT_KEY_CITY_NAME_SABRATHA","TXT_KEY_CITY_NAME_OEA","TXT_KEY_CITY_NAME_MALACA","TXT_KEY_CITY_NAME_ABDERA","TXT_KEY_CITY_NAME_SEXI","TXT_KEY_CITY_NAME_BARIA","TXT_KEY_CITY_NAME_CARMONA","TXT_KEY_CITY_NAME_ONOBA","TXT_KEY_CITY_NAME_CARTHAGO_NOVO","TXT_KEY_CITY_NAME_IBROSSIM","TXT_KEY_CITY_NAME_SARIM_BATIM","TXT_KEY_CITY_NAME_TIPASA","TXT_KEY_CITY_NAME_IOL","TXT_KEY_CITY_NAME_SIGA","TXT_KEY_CITY_NAME_RUSADDIR","TXT_KEY_CITY_NAME_TINGIS","TXT_KEY_CITY_NAME_LIXUS","TXT_KEY_CITY_NAME_MOGADOR","TXT_KEY_CITY_NAME_ZIS","TXT_KEY_CITY_NAME_MOTYA","TXT_KEY_CITY_NAME_SOLUS","TXT_KEY_CITY_NAME_LILYBAEUM","TXT_KEY_CITY_NAME_KARALIS","TXT_KEY_CITY_NAME_NORA","TXT_KEY_CITY_NAME_BITHIA","TXT_KEY_CITY_NAME_SULCIS","TXT_KEY_CITY_NAME_THARROS","TXT_KEY_CITY_NAME_OLBIA","TXT_KEY_CITY_NAME_MELITA","TXT_KEY_CITY_NAME_KOSSYRA",TXT_KEY_CITY_NAME_ZAMA","TXT_KEY_CITY_NAME_BIBRACTE","TXT_KEY_CITY_NAME_VIENNE","TXT_KEY_CITY_NAME_TOLOSA","TXT_KEY_CITY_NAME_GERGOVIA","TXT_KEY_CITY_NAME_CAMULODUNUM","TXT_KEY_CITY_NAME_VERLAMION","TXT_KEY_CITY_NAME_DURNOVARIA","TXT_KEY_CITY_NAME_ISCA","TXT_KEY_CITY_NAME_DUROCORTORUM","TXT_KEY_CITY_NAME_BAGACUM","TXT_KEY_CITY_NAME_NEMETOCENNA","TXT_KEY_CITY_NAME_CALLEVA","TXT_KEY_CITY_NAME_VENTA","TXT_KEY_CITY_NAME_ISURIUM","TXT_KEY_CITY_NAME_RATAE","TXT_KEY_CITY_NAME_LUTETIA","TXT_KEY_CITY_NAME_ENTREMONT","TXT_KEY_CITY_NAME_BURDIGALA","TXT_KEY_CITY_NAME_NEMAUSUS","TXT_KEY_CITY_NAME_SAMAROBRIVA","TXT_KEY_CITY_NAME_BRIXIA","TXT_KEY_CITY_NAME_MEDIOLANUM","TXT_KEY_CITY_NAME_CREMONA","TXT_KEY_CITY_NAME_TAURASIA","TXT_KEY_CITY_NAME_SINIGAGLIA","TXT_KEY_CITY_NAME_NOVIOMAGUS","TXT_KEY_CITY_NAME_DUROVERNUM","TXT_KEY_CITY_NAME_LUGUVALIO","TXT_KEY_CITY_NAME_LINDINIS","TXT_KEY_CITY_NAME_OKILIS","TXT_KEY_CITY_NAME_NUMANTIA","TXT_KEY_CITY_NAME_TIERNES","TXT_KEY_CITY_NAME_BOTORRITA","TXT_KEY_CITY_NAME_MORIDUNUM","TXT_KEY_CITY_NAME_TARA","TXT_KEY_CITY_NAME_EBLANA","TXT_KEY_CITY_NAME_ALESIA","TXT_KEY_CITY_NAME_ANDEMATUNUM","TXT_KEY_CITY_NAME_UBIORUM","TXT_KEY_CITY_NAME_GENEVA","TXT_KEY_CITY_NAME_VINDOBONA","TXT_KEY_CITY_NAME_PISONIUM","TXT_KEY_CITY_NAME_ACQUINCUM","TXT_KEY_CITY_NAME_TYLIS","TXT_KEY_CITY_NAME_ANCYRA","Eburacum","Deva","Samarobriva","Tara","Corinivm Dobvnnorvm","Lindinis","Venta Icenorvm","Glevvm","Venta Belgarvm","Nova Londinium","Nova Eburacum","Nova Deva","Nova Samarobriva","Nova Tara","Nova Corinivm Dobvnnorvm","Nova Lindinis","Nova Venta Icenorvm","Nova Glevvm","Nova Venta Belgarvm","TXT_KEY_CITY_NAME_THEBES","TXT_KEY_CITY_NAME_MEMPHIS","TXT_KEY_CITY_NAME_HELIOPOLIS","TXT_KEY_CITY_NAME_ELEPHANTINE","TXT_KEY_CITY_NAME_ALEXANDRIA","TXT_KEY_CITY_NAME_PIRAMESSES","TXT_KEY_CITY_NAME_GIZA","TXT_KEY_CITY_NAME_BYBLOS","TXT_KEY_CITY_NAME_AKHETATEN","TXT_KEY_CITY_NAME_HIERACONPOLIS","TXT_KEY_CITY_NAME_ABYDOS","TXT_KEY_CITY_NAME_ASYUT","TXT_KEY_CITY_NAME_AVARIS","TXT_KEY_CITY_NAME_LISHT","TXT_KEY_CITY_NAME_BUTO","TXT_KEY_CITY_NAME_EDFU","TXT_KEY_CITY_NAME_PITHOM","TXT_KEY_CITY_NAME_BUSIRIS","TXT_KEY_CITY_NAME_KAHUN","TXT_KEY_CITY_NAME_ATHRIBIS","TXT_KEY_CITY_NAME_MENDES","TXT_KEY_CITY_NAME_ELASHMUNEIN","TXT_KEY_CITY_NAME_TANIS","TXT_KEY_CITY_NAME_BUBASTIS","TXT_KEY_CITY_NAME_THIS","TXT_KEY_CITY_NAME_ORYX","TXT_KEY_CITY_NAME_SEBENNYTUS","TXT_KEY_CITY_NAME_AKHMIN","TXT_KEY_CITY_NAME_KARNAK","TXT_KEY_CITY_NAME_LUXOR","TXT_KEY_CITY_NAME_ELKAB","TXT_KEY_CITY_NAME_ARMANT","TXT_KEY_CITY_NAME_BALAT","TXT_KEY_CITY_NAME_ELLAHUN","TXT_KEY_CITY_NAME_GHURAB","TXT_KEY_CITY_NAME_HAWARA","TXT_KEY_CITY_NAME_DASHUR","TXT_KEY_CITY_NAME_RAQOTE","TXT_KEY_CITY_NAME_DAMANHUR","TXT_KEY_CITY_NAME_MERIMDE","TXT_KEY_CITY_NAME_ABUSIR","TXT_KEY_CITY_NAME_HERAKLEOPOLIS","TXT_KEY_CITY_NAME_AKORIS","TXT_KEY_CITY_NAME_BENIHASAN","TXT_KEY_CITY_NAME_TASA","TXT_KEY_CITY_NAME_BADARI","TXT_KEY_CITY_NAME_HERMOPOLIS","TXT_KEY_CITY_NAME_AMRAH","TXT_KEY_CITY_NAME_NEGADE","TXT_KEY_CITY_NAME_KOPTOS","TXT_KEY_CITY_NAME_HERMONTHIS","TXT_KEY_CITY_NAME_OMBOS","TXT_KEY_CITY_NAME_ANIBA","TXT_KEY_CITY_NAME_SOLEB","TXT_KEY_CITY_NAME_SEMNA","TXT_KEY_CITY_NAME_AMARA","TXT_KEY_CITY_NAME_ATHENS","TXT_KEY_CITY_NAME_SPARTA","TXT_KEY_CITY_NAME_CORINTH","TXT_KEY_CITY_NAME_THEBES","TXT_KEY_CITY_NAME_ARGOS","TXT_KEY_CITY_NAME_KNOSSOS","TXT_KEY_CITY_NAME_MYCENAE","TXT_KEY_CITY_NAME_PHARSALOS","TXT_KEY_CITY_NAME_EPHESUS","TXT_KEY_CITY_NAME_HALICARNASSUS","TXT_KEY_CITY_NAME_RHODES","TXT_KEY_CITY_NAME_ERETRIA","TXT_KEY_CITY_NAME_PERGAMON","TXT_KEY_CITY_NAME_MILETOS","TXT_KEY_CITY_NAME_MEGARA","TXT_KEY_CITY_NAME_PHOCAEA","TXT_KEY_CITY_NAME_SICYON","TXT_KEY_CITY_NAME_TIRYNS","TXT_KEY_CITY_NAME_SAMOS","TXT_KEY_CITY_NAME_MYTILENE","TXT_KEY_CITY_NAME_CHIOS","TXT_KEY_CITY_NAME_PAROS","TXT_KEY_CITY_NAME_TEGEA","TXT_KEY_CITY_NAME_ELIS","TXT_KEY_CITY_NAME_SYRACUSE","TXT_KEY_CITY_NAME_HERAKLEIA","TXT_KEY_CITY_NAME_GORTYN","TXT_KEY_CITY_NAME_CHALKIS","TXT_KEY_CITY_NAME_PYLOS","TXT_KEY_CITY_NAME_PELLA","TXT_KEY_CITY_NAME_NAXOS","TXT_KEY_CITY_NAME_SICYON","TXT_KEY_CITY_NAME_SMYRNA","TXT_KEY_CITY_NAME_LARISSA","TXT_KEY_CITY_NAME_APOLLONIA","TXT_KEY_CITY_NAME_MESSENE","TXT_KEY_CITY_NAME_ORCHOMENOS","TXT_KEY_CITY_NAME_AMBRACIA","TXT_KEY_CITY_NAME_KOS","TXT_KEY_CITY_NAME_KNIDOS","TXT_KEY_CITY_NAME_AMPHIPOLIS","TXT_KEY_CITY_NAME_PATRAS","TXT_KEY_CITY_NAME_LAMIA","TXT_KEY_CITY_NAME_NAFPLION","TXT_KEY_CITY_NAME_APOLYTON","TXT_KEY_CITY_NAME_CUMAE","TXT_KEY_CITY_NAME_NEAPOLIS","TXT_KEY_CITY_NAME_RAVENNA","TXT_KEY_CITY_NAME_ARRETIUM","TXT_KEY_CITY_NAME_MEDIOLANUM","TXT_KEY_CITY_NAME_ARPINUM","TXT_KEY_CITY_NAME_CIRCEI","TXT_KEY_CITY_NAME_SETIA","TXT_KEY_CITY_NAME_SATRICUM","TXT_KEY_CITY_NAME_ARDEA","TXT_KEY_CITY_NAME_OSTIA","TXT_KEY_CITY_NAME_VELITRAE","TXT_KEY_CITY_NAME_VIROCONIUM","TXT_KEY_CITY_NAME_TARENTUM","TXT_KEY_CITY_NAME_BRUNDISIUM","TXT_KEY_CITY_NAME_CAESARAUGUSTA","TXT_KEY_CITY_NAME_CAESAREA","TXT_KEY_CITY_NAME_PALMYRA","TXT_KEY_CITY_NAME_SIGNIA","TXT_KEY_CITY_NAME_AQUILEIA","TXT_KEY_CITY_NAME_CLUSIUM","TXT_KEY_CITY_NAME_SUTRIUM","TXT_KEY_CITY_NAME_CREMONA","TXT_KEY_CITY_NAME_PLACENTIA","TXT_KEY_CITY_NAME_HISPALIS","TXT_KEY_CITY_NAME_ARTAXATA","TXT_KEY_CITY_NAME_AURELIANORUM""TXT_KEY_CITY_NAME_NICOPOLIS","TXT_KEY_CITY_NAME_LONDINIUM","TXT_KEY_CITY_NAME_EBURACUM","TXT_KEY_CITY_NAME_GORDION","TXT_KEY_CITY_NAME_AGRIPPINA","TXT_KEY_CITY_NAME_LUGDUNUM","TXT_KEY_CITY_NAME_VERONA","TXT_KEY_CITY_NAME_CORFINIUM","TXT_KEY_CITY_NAME_TREVERI","TXT_KEY_CITY_NAME_SIRMIUM","TXT_KEY_CITY_NAME_AUGUSTADORUM","TXT_KEY_CITY_NAME_BAGACUM","TXT_KEY_CITY_NAME_LAURIACUM","TXT_KEY_CITY_NAME_TEURNIA","TXT_KEY_CITY_NAME_CURIA","TXT_KEY_CITY_NAME_FREGELLAE","TXT_KEY_CITY_NAME_ALBAFUCENS","TXT_KEY_CITY_NAME_SORA","TXT_KEY_CITY_NAME_INTERRAMA","TXT_KEY_CITY_NAME_SUESSA","TXT_KEY_CITY_NAME_SATICULA","TXT_KEY_CITY_NAME_LUCERIA",TXT_KEY_CITY_NAME_ARMINIUM","TXT_KEY_CITY_NAME_SENAGALLICA","TXT_KEY_CITY_NAME_CASTRUMNOVUM","TXT_KEY_CITY_NAME_HADRIA","Lugdunum","Moguntiacum","Damme","Luvavum","Lovosice","Aquincum","Vicus Marcomannii","Vicus Gothi","Bordesholm","Domus Dulcis","Vicus Venedae","Nova Trier","Nova Batavodurum","Nova Lugdunum","Nova Moguntiacum","Nova Damme","Nova Luvavum","Nova Lovosice","Nova Aquincum","Nova Vicus Marcomannii","Nova Vicus Gothi","Nova Bordesholm","Nova Domus Dulcis","Nova Vicus Venedae","Scone","Orchades","Arbroath","Montrose","Brechin","Kirriemuir","Forfar","Carnoustie","Monifieth","Aberfeldy","Ballinluig","Blair Atholl","Dunkeld","Logierait","Pitlochry","Weem","New Scone","New Orchades","New Arbroath","New Montrose","New Brechin","New Kirriemuir","New Forfar","New Carnoustie","New Monifieth","New Aberfeldy","New Ballinluig","New Blair Atholl","New Dunkeld","New Logierait","New Pitlochry","New Weem","TXT_KEY_CITY_NAME_CHEROKEE","TXT_KEY_CITY_NAME_ANASAZI","TXT_KEY_CITY_NAME_TEOIHUACAN","TXT_KEY_CITY_NAME_OLMEC","TXT_KEY_CITY_NAME_ZAPOTEC","TXT_KEY_CITY_NAME_CHINOOK","TXT_KEY_CITY_NAME_APACHE","TXT_KEY_CITY_NAME_CHEHALIS","TXT_KEY_CITY_NAME_ILLINOIS","TXT_KEY_CITY_NAME_NAVAJO","TXT_KEY_CITY_NAME_CARIB","TXT_KEY_CITY_NAME_SAXON","TXT_KEY_CITY_NAME_VANDAL","TXT_KEY_CITY_NAME_GOTH","TXT_KEY_CITY_NAME_ANGLE","TXT_KEY_CITY_NAME_MAGYAR","TXT_KEY_CITY_NAME_KHAZAK","TXT_KEY_CITY_NAME_BULGAR","TXT_KEY_CITY_NAME_ALEMANNI","TXT_KEY_CITY_NAME_BURGUNDIAN","TXT_KEY_CITY_NAME_GEPID","TXT_KEY_CITY_NAME_HUN","TXT_KEY_CITY_NAME_JUTE","TXT_KEY_CITY_NAME_PHEONICIAN","TXT_KEY_CITY_NAME_ESTRUSCAN","TXT_KEY_CITY_NAME_THRACIAN","TXT_KEY_CITY_NAME_PHRYGIAN","TXT_KEY_CITY_NAME_GAUL","TXT_KEY_CITY_NAME_MINOAN","TXT_KEY_CITY_NAME_MYCENIAN","TXT_KEY_CITY_NAME_CIMMERIAN","TXT_KEY_CITY_NAME_LIGURIAN","TXT_KEY_CITY_NAME_NUMIDIAN","TXT_KEY_CITY_NAME_SARMATIAN","TXT_KEY_CITY_NAME_SCYTHIAN","TXT_KEY_CITY_NAME_VISIGOTH","TXT_KEY_CITY_NAME_ASSYRIAN","TXT_KEY_CITY_NAME_HITTITE","TXT_KEY_CITY_NAME_HARAPPAN","TXT_KEY_CITY_NAME_MAURYAN","TXT_KEY_CITY_NAME_PARTHIAN","TXT_KEY_CITY_NAME_HARAPPAN","TXT_KEY_CITY_NAME_NUBIAN","TXT_KEY_CITY_NAME_BACTRIAN","TXT_KEY_CITY_NAME_CIRCASSIAN","TXT_KEY_CITY_NAME_CUMAN","TXT_KEY_CITY_NAME_HURRIAN","TXT_KEY_CITY_NAME_KASSITE","TXT_KEY_CITY_NAME_BANTU","TXT_KEY_CITY_NAME_KHOISAN","TXT_KEY_CITY_NAME_LIBYAN","TXT_KEY_CITY_NAME_SHANGIAN","TXT_KEY_CITY_NAME_YAYOI","TXT_KEY_CITY_NAME_ZHOU","TXT_KEY_CITY_NAME_AINU","TXT_KEY_CITY_NAME_POLYNESIAN","TXT_KEY_CITY_NAME_ARYAN","TXT_KEY_CITY_NAME_AVAR","TXT_KEY_CITY_NAME_GHUZZ","TXT_KEY_CITY_NAME_HSUNGNU","TXT_KEY_CITY_NAME_KUSHANS","TXT_KEY_CITY_NAME_YUECHI","TXT_KEY_CITY_NAME_SAKAE","TXT_KEY_CITY_NAME_UZBEK","TXT_KEY_CITY_NAME_TARTAR","Kydonia","Rhodes","Salamis","Salona","Halicarnassus","permagum","Nicomedia","Pergagum",Tarsa"]
	lNewNames = ["TXT_KEY_CITY_NAME_CONSTANTINOPLE"]
	sNewCiv = "CIVILIZATION_BYZANTIUM"
	sNewLeader = "LEADER_JUSTINIAN"
	DeclareWar = True

#### you should not have to change anything after this point !##

###find ID for new civ start	
        iNewID = -1
	iMaxCiv = gc.getMAX_CIV_PLAYERS ()
	for iID in range (iMaxCiv):
                pTestPlayer = gc.getPlayer(iID)
                if not pTestPlayer.isAlive():
                        iNewID = iID
                        break
        else:
                return False
###find ID for new civ end

### add the player to the game        
        CyGame().addPlayer(iNewID,gc.getInfoTypeForString(sNewLeader),gc.getInfoTypeForString(sNewCiv))
        pNewPlayer = gc.getPlayer(iNewID)
        pNewTeam = gc.getTeam(pNewPlayer.getTeam())
                        
        pPlayer = gc.getPlayer(kTriggeredData.ePlayer)
        pTriggerTeam=gc.getTeam(pPlayer.getTeam())

###give new team open borders tech
###easier to handle over units with that solution        
        iMaxTech = gc.getNumTechInfos ()
        for OBtech in range (iMaxTech):
                pTech = gc.getTechInfo(OBtech)
                if pTech.isOpenBordersTrading ():
                        pNewTeam.setHasTech(OBtech,True,iNewID,False,False)
                        break
        pNewTeam.signOpenBorders(pTriggerTeam.getID())

###handle over cities
	(loopCity, iter) = pPlayer.firstCity(false)
	while(loopCity):
                iCityX = loopCity.getX()
                iCityY = loopCity.getY()
		if ((iCityX >=iX and East) and (iCityY >=iY and North)) or ((iCityX >=iX and East) and (iCityY <=iY and not North))or ((iCityX <=iX and not East) and (iCityY <=iY and not North)) or ((iCityX <=iX and not East) and (iCityY >=iY and North)):
			if len(lCities)>0:
                                if (loopCity.getNameKey () in lCities) or (loopCity.getName () in lCities):
                                        pNewPlayer.acquireCity(loopCity,True,False)
                                        iNumCities = pNewPlayer.getNumCities()-1
                                        NewCity = pNewPlayer.getCity(iNumCities)
                                        if len(lNewNames)>iNumCities:
                                                NewName = lNewNames[iNumCities]
                                                lText = CyTranslator().getText(NewName,())
                                                NewCity.setName(lText,False)
                        else:
                                pNewPlayer.acquireCity(loopCity,True,False)
                                iNumCities = pNewPlayer.getNumCities()-1
                                NewCity = pNewPlayer.getCity(iNumCities)
                                if len(lNewNames)>iNumCities:
                                        NewName = lNewNames[iNumCities]
                                        lText = CyTranslator().getText(NewName,())
                                        NewCity.setName(lText,False)                                
                        pPlot = CyMap().plot(iCityX,iCityY)
                        iMaxNumUnits = pPlot.getNumUnits () 
                        for iUnits in range(iMaxNumUnits,-1,-1):
                                pUnit = pPlot.getUnit(iUnits)
                                pUnit.doCommand(CommandTypes.COMMAND_GIFT,-1,-1)
		(loopCity, iter) = pPlayer.nextCity(iter, false)

###remove open borders tech
###just in case, you never know		
	pNewTeam.setHasTech(OBtech,False,iNewID,False,False)

###add techs to new player
        iMaxTech = gc.getNumTechInfos ()
        for counter in range (iMaxTech):
                if ((pTriggerTeam.isHasTech(counter)==true)and ((pNewTeam.isHasTech(counter)==false))):
                        pNewTeam.setHasTech(counter,true,iNewID,false,false)		

###declare war
        if DeclareWar:
                pNewTeam.declareWar(pTriggerTeam.getID(),False,WarPlanTypes.WARPLAN_LIMITED)
	return True

does this mean the all the cities mentioned will flip to the romans on 3800bc and Byzantium will be renamed to Constaninople aslong as they are south east of the co-ordinates.... because in game I loaded the mod's senario and gave myself some cities on the eastern side of the map and every turn it said an uprising is happening etc and the Byzantines never appeared. Is this because

1. I didn't put the rename cities for ALL the cities in the box below
2. Needs to have something done to the senario itself
3. Something wrong somewhere
4. there are too many city names (in the CODE box I did it doesn't show all of them...)

and if I was to put no names therefore making it so that all cities past a certain point then flip how do I make it so that Byzantium is ALWAYS the capital if available... I will attach the Python and the senario....
 

Attachments

ok I fixed it somehow but anyway It how happens that the capital of the byzantines is Constantinople (the name gets changed) and for it to be Byzantium The Romans MUST have conquored it as their first city in the east otherwise the first city they did conquor becomes COnstaninople... Any ideas on making Byzantium the Capital no matter what?
 
@The_J:
I think its nothing short of amazing how you volunteered for this project. :goodjob: I'd personally like to see more of this on this board and if I ever got the time I'd be happy to take on these requests myself also. More cooperation between the designers and the coders, please.

I do however suspect, and hope, that my initial involvement in this thread has something to do with your decision. :mischief: Because this is sort of the reaction I hoped to prompt from the community. ;) That and to get yet another modder to pick up programming, this agenda would be all to obvious to anyone at this point. :lol: At this point, the CivIV community will only be as vital as its modding community is able.
 
Any ideas on making Byzantium the Capital no matter what?
Yeah, and this is an easy one: Add the Palace national wonder to the city. Every time.
 
No, he means something else:
If you look at the city list ("Byzantium","TXT_KEY_CITY_NAME_ANTIUM"), then let's assume they romans conquered antium first, and then Byzanz.
If now the city list is cycled, antium will appear first and will get renamed to the first name in the new name list...which is here Constantinople. and then the byzantines would get their second city...Byzanz.

every turn it said an uprising is happening etc

Really every turn :confused:?

ok I fixed it somehow but anyway It how happens that the capital of the byzantines is Constantinople (the name gets changed) and for it to be Byzantium The Romans MUST have conquored it as their first city in the east otherwise the first city they did conquor becomes COnstaninople... Any ideas on making Byzantium the Capital no matter what?

I guess i can fix that tomorrow.

@The_J:
I think its nothing short of amazing how you volunteered for this project. :goodjob: I'd personally like to see more of this on this board and if I ever got the time I'd be happy to take on these requests myself also. More cooperation between the designers and the coders, please.

I do however suspect, and hope, that my initial involvement in this thread has something to do with your decision. :mischief: Because this is sort of the reaction I hoped to prompt from the community. ;)

:D
But no, i can't really be that much motivated, for me it's just a matter of time.
If i have time, and i see something interesting or very often requested, then i do it.
But i just don't have really any time atm :(.
 
well thanks for the help... I also didn't know that the even if the order was

Byzantium, Antium

Constaninople antium

if antium was conquored first then Byzantium would become Antium.... (thats why I did the stupidly long list of names lol)


yer It said it every turn but since I fixed it it's been working fine...
 
Sorry for the big time delay, i have some time troubles :(.

Okay, fixed the city name problem in the attachement.

In one of the PMs you mentioned, that you after some editing got the event earlier. During my experiments i noticed that when there's a bug in the .py, it will not necessarily lead to an exception during startup/map creation, but will let the event trigger earlier with an exception -> enable python exceptions.
 

Attachments

great thanks! there is still that other bug where if another civ dies before the event then the dead civ will respawn with the ERE's artwork. For me this was clovis who looked like arcadius ruling the germanic empire (also he didn't take any of the units in the cities) just so that you know

or did you fix that too?
 
maybee there is someway you could have the ERE spawn 1 turn before in a tile not on the playable map (there is a large blocked off area) but still have byzantium as the capital, or some sort of code simmilar to the colony code where the civ gains all of the cities of a certain continent
but with co-ordinates instead.
 
with this it will sort of be that it should always be the ERE and they will inherit all the units and cities past certain co-ordinates (unlike the colony system which uses landmasses)

But instead of the ERE becoming a vassal of the WRE it decares war on it....

Sort of like what you have at the moment but it will always be the ERE not a previously dead civ and it should take all the units in the cities, which it didn't


Or you could find some way of making sure that the ERE takes the cities not a dead civ and that it receives the units ( I think it can only receive the units if the civ was spawned and not REspawned)
 
with this it will sort of be that it should always be the ERE and they will inherit all the units and cities past certain co-ordinates (unlike the colony system which uses landmasses)

But instead of the ERE becoming a vassal of the WRE it decares war on it....

Sort of like what you have at the moment but it will always be the ERE not a previously dead civ and it should take all the units in the cities, which it didn't

Your suggestion would not fix that problem.
I have to look in that at the weekend when i have some time, i have 100% no idea where the bug could come from.


Or you could find some way of making sure that the ERE takes the cities not a dead civ and that it receives the units ( I think it can only receive the units if the civ was spawned and not REspawned)

At the moment it should get all the units in the cities. Will take a look at giving them all units in the FC of the cities.
 
what happened was that when Germania respawned for some reason my units stayed in the cities....

the weird thing is when I tried it at an earlier date it worked perfectly but as SOON as a civ dies that bug will start if the ERE has not spawned yet
 
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