Inquisitor from Charlemagne mod

Joined
Feb 3, 2011
Messages
608
Hello.

I wanted to add to my own mod the Inquisitor from BTS Charlemagne mod, but I can't seem to understand how it works.
Charlemagne mod doesn't have a custom dll file, neither I could find special references in xml.

How does function to remove religions work?
Can AI use it?


2nd Question.
I noticed that Charlemagne mod has "roman roads" - I would pretty much like to add these to my mod as well.
But sure how to go about those.

Thank You!
 
If I recall correctly, the inquisitor abilities in Charlemagne are implemented in Python. The AI knows how to direct the unit to a city with a non-state religion and use its ability there.
 
2) You will have to merge

- Misc/CIV4RouteInfos.xml (with a particular care to iMovement and iFlatMovement)

- Art/CIV4RouteModelInfos.xml

- Add an entry to Units/CIV4BuildInfos.xml

- Add that Build entry to Workers

The Art is already in BtS.
 
By looking for the word "Inquisitor" in the Python files?... :rolleyes:

That would be a start (CvCharlemagneEvents, CvGameUtils, CvMainInterface).
 
I can give it a closer look later if desired, although nothing I can do will be smarter than the method isenchine suggested.

By the way, the unit might be called something similar such as persecutor in the code.
 
Actually I already looked it up: the unit is called Inquisitor in the code and you can find it in the 3 different files listed.

After that you can try to see if it works in game or what error messages it brings. Otherwise, compare all the Python files with BtS and note every difference which might be related to the Inquisitor unit. There might be some more where the word "Inquisitor" is not mentioned.

Fortunately, Jon Shafer leaves a lot of comments in his files.
 
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