I got religious victory some time ago. It's easy. Played tiny map, islands, first to found religions (leaves) and it spreaded quicklywoodelf said:I think we should rename the Religious victory the King Coltrane. That's amazing that someone actually got 80%.
I should talk...I've never finished a game.We should rename the restart the woodelf.
I'm pretty sure SD-Toolkit will allow you to store data for any entity because you can name each of the storage places. If it is for a unit you can just call it Unit_UnitID, as each unit has a unique ID this should create a unique piece of script data which can be tagged on the unit.jjsheets said:Okay, a little bit of work and I have the following very easy system for storing data in the ScriptData of a unit, city, game, player, or any other civ4 object that has the set/getScriptData functions.
Crash757 said:I got religious victory some time ago. It's easy. Played tiny map, islands, first to found religions (leaves) and it spreaded quickly![]()
I know. My nickname here is bit old (from time i played Civ3 vanilla) and not very good sounding. In other discussion boards i'm using "Semigall" as my nickname. But here i didn't found an option to change nickname...woodelf said:Damn. It's the Crash757 victory? Sorry Crash, but the King Coltrane sounds better.![]()
loki1232 said:I was just building an abbatoir. I really think that it should do more than just allow demon summoners, even if the second bonus was unhappines.
Also, I love the MP quote on it...
jjsheets said:Okay, a little bit of work and I have the following very easy system for storing data in the ScriptData of a unit, city, game, player, or any other civ4 object that has the set/getScriptData functions.
create a py file, scriptdata.py:
Code:import cPickle as pickle def sDataSet(object, varname, value): try: table = pickle.loads(object.getScriptData()) except: table = {} table[varname] = value object.setScriptData(pickle.dumps(table)) def sDataGet(object, varname): try: table = pickle.loads(object.getScriptData()) except: table = {} object.setScriptData(pickle.dumps(table)) return None return table[varname]
Now import that file in anything that'll use per object data. Like This:
Code:import scriptdata sDataSet = scriptdata.sDataSet sDataGet = scriptdata.sDataGet
When you use either function, the scriptdata will be properly initialized. This will conflict with any mod that uses the scriptdata for a given object in a different way.
now... when you use the sDataGet function, the system will return the None object if there is no such entry in the script data, so to check for this, do like the following:
value = sDataGet(unit,'someValue')
if (value):
# do something
This works so perfectly that I'm thinking of eliminating my use of Stone-D's system and going with this alone.
tndp said:Whoah, this is a long train of comments. Sorry if I'm repeating one.
You need to over-ride the code that generates start locations - for one thing, it greatly over-values sea food, which you have severely nerfed.
In particular, fish are a great deal harder to work in this game than they are in normal play. If most starts can't work fish at all, and if fishing boats are going to require harbors to build, you should compensate by having them not self destruct when building improvements. Even with that fix in place, the post-processing function that balances start locations should never add sea food, it should always add land-based food resources.
Nice work on the mod overall.
Kael said:I took a look through this and I think your right. I switched workboats so they no longer require a harbor so it should be closer to the origional economic model. That should help fishing players get up and going faster.
Davius said:Hey Kael & friends -- amazing mod!! I've been playing nothing but since I downloaded it. I've found that playing a custom game using only the fantasy civs has completely changed my gaming experience. Kudos!
onedreamer said:I've been playing this mod all the time myself, with the fantasy civ from the other mod.
One question, for some reason I am unable to choose some civics even if I have researched the technologies to do so. For example, Arete and Sacrifice the Weak. What could be causing this ?
woodelf said:That's a good change. Also, any chance the frequency of fish, clams, ect could be increased? It seems lower than other mods I've played. I like coastal cities!![]()
Davius said:Hey Kael & friends -- amazing mod!! I've been playing nothing but since I downloaded it. I've found that playing a custom game using only the fantasy civs has completely changed my gaming experience. Kudos!
woodelf said:That's a good change. Also, any chance the frequency of fish, clams, ect could be increased? It seems lower than other mods I've played. I like coastal cities!![]()
Psychic_Llamas said:1.What about these buildings for Overlords?
Temple of the Tides: +1 health from Coast and/or +1 Happy from coast.
Alter of the Sea: +1 Happy from sea, + 1 commerce from coast.
Octopus(Octogon) Sanctuary: +1 happy from all water based resources, +50% defence from Amphibious city raids against the city (as well as from accros rivers
2.All marine units built in Overlords citys get Navigation1 and/or flanking1.
3.Overlords get special unit called leviathan: reqires whales as a resource, can transport many (6?) Drown, has extremly high attack but is slow. Can 'swallow' enemy units to regain health.
4.Overlords get special unit called Kraken: (you should make an octopus resorce) requires Octopus, fast moving unit, which can use mind control or what-ever.
5.you should make a special resource for all religeons... hmmm....
Fellowship: Forest spirits, allows production of Ents and Dryads.
Order: Dunno....
Veil: Dunno either...
Runes: Mountain cave, allows production of Ogres and Giants.
Overlords: Octopus, allows production of Kraken and Hydra (?)
Dunno, these are all just ideas![]()