Just Another Religion Mod (BtS / Modular)

It has to do with the python files from JohnySmith. He would be the right one to be adressed with this question.
 
Is that his handle or something, how do I contact this guy? And didn't you make the mod?

Just look for him in the members list. And yes, we did make the mod, but we used some work from other modders. Have a look at the download link, there is a precise list with credits.
 
Here I am. The only thing I can suggest is something is off on the screen in python file from being corrupted. If you redownload my screen and still have the problems upload the mod I can look.
 
The Mod I am working on is really big so I can't just post it here, but I removed the comment symbols, so in the thread I made for this issue there is a new py file, but the problem persists. I posted the code in the file so you can see it and I also attatched the file in case you wanted to look at the whole thing. I tried using the WOC file you attatched but that didn't work either; the influences showed up but so did the symbols and I ONLY want the symbols to show up when the religion is founded (not the greyscaled images, because I don't have them, plus it puts 14 religions on the screen). Anyway here is THE LINK TO THE THREAD that its at.

Also if you don't mind helping me with a building ability issue here is A LINK TO ANOTHER THREAD, I can't figure out how to fix this building.

When I'm done with this mod I'll post it up, its a pretty sweet mod and thanks for helping me out.
 
Well, no wonder mine isn't working, because neither is theirs and that's what I used! Yeah JAT, your JARM isn't showing the influences either. I plan on getting this fixed sometime today since I'm home sick. So if I get lucky I'll let you know so you can update your files.
 
Alright everyone, I solved the issue with the religious influence. Basically portions of the code do need to be commented out, but not all of them. THIS is what it should look like to work properly;

Code:
		# Influence...
		screen.setLabelAt("", "CivicList", localText.getText("TXT_KEY_RELIGION_SCREEN_INFLUENCE", ()), CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, self.Y_INFLUENCE, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

		xLoop = self.X_RELIGION_START
		for i in range(gc.getNumReligionInfos()):
			if (gc.getGame().getReligionGameTurnFounded(i) >= 0):
				szFounded = "0%"
			#else:
				#szFounded = str(gc.getGame().calculateReligionPercent(i)) + "%"
				screen.setLabelAt("", "CivicList", szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_INFLUENCE, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
				xLoop += self.DX_RELIGION
			
		szFounded = "-"
		screen.setLabelAt("", "CivicList", szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_INFLUENCE, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

		self.iReligionSelected = gc.getPlayer(self.iActivePlayer).getStateReligion()
		if (self.iReligionSelected == -1):
			self.iReligionSelected = gc.getNumReligionInfos()
		self.iReligionExamined = self.iReligionSelected
		self.iReligionOriginal = self.iReligionSelected

Notice the parts I commented out. If you do that not only will the influences show up but you will also only get the religions pop up when they are founded.
 
I'm having the same issue.

I corrected the code like you said, but it didn't work. Instead it shows all the influence at 0%.

Too bad, because this is a great mod with exactly the religions I wanted in it. :king:
 
We have a small update:

v 1.1.1:
- added individual background textures in the found-religion-animations (walls and floors)
- fixed religion screen (showing religions influence again)

JARM v 1.1.1
 
Fantastically awesome! Just the thing I have been looking for. This will fuel at least another 3 days of mod induced insomnia. Thank you x1000!
 
Does this mod affect the gameplay in some way, for example giving the new religious buildings certain advantages like more culture etc, or are all the changes just graphical (icons/buildings/movies...)?
 
The changes are just graphical. :)

Although a nitpick could say gameplay is altered because certain leaders have now another religious preference. For instance Tokagawa no longer chooses buddhism, or meso-american leaders no longer Christianity or so which might alter ingame relationships with other civs.
 
The changes are just graphical. :)

Great! Then I know I'm gonna love this one!

Although a nitpick could say gameplay is altered because certain leaders have now another religious preference. For instance Tokagawa no longer chooses buddhism, or meso-american leaders no longer Christianity or so which might alter ingame relationships with other civs.

As far as I know the favorite religion only affects which religion the AI will choose - and if the favorite one is already taken then it'll choose a random one. (It would change the gameplay if the leader also prefers to have the fav religion as a state one though, but I've never heard of that.)
However, you are now able to predict undiscovered civs better when you hear about a religion being founded.
 
The messages are odd anyway...
"Uh... Sire... Someone founded a Religion. We don't know who, we don't know what... But we know they did..."
How do they tell ? Feeling it in the Force ?

I mean there must be merchants or travelers or something to bring these news... So these messages should rather be kind of rumors anyway. Where you could probably get the "who" rumored as well...
 
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