[MODCOM]Pirates Mod

Any chance you could do a SDK-only version? :)

Huh, that's an interesting idea. Is there a reason why the mod as it stands doesn't meet your needs? Don't get me wrong, moving the attemptPopulatePirate method to the SDK shouldn't be a problem which would leave the configuration option python code... I'll see if I can get around to it.
 
I just find it infinitely easier to merge multiple SKD mods, rather than messing with multiple python mods. I seriously prefer not to use any python at all.
 
I just find it infinitely easier to merge multiple SKD mods, rather than messing with multiple python mods. I seriously prefer not to use any python at all.

Fair enough. If I move the attemptPopulatePirate method into the SDK then the only python code that would remain would be the code that allows setting of the configurable options through python itself but you can set those options in the SDK if you want to as well. When I release a new version of this mod all you will need to do is take the changed SDK code and the modified Civ4CivilizationInfos.xml and merge that into your code. I merging the XML won't be a problem right? :D
 
XML is not a problem! :D I'll move all of the config stuff to XML anyways, if you don't! ;)
 
lopez - really? your testing decaying res?????
Yep and updating the Pirates mod... Testing doesn't necessarily mean that I'm doing all of the testing for a mod. Most of the time I have volunteers that help me test my mods.
 
lopez - really? your testing decaying res?????

Done, please look at the first post for the SDK version download. Just strip off the Python. You will still need the XML files though.
 
hey buddy,

im having some trouble in merging this mod and the pther mods you have included python files,

multi bonus and units,

since im using bug mod(better bug ai to be exact), im not succeeding in merging the pedia files to sevopedia, ive tried but in the pedia i get and less preqeq of bonus requirements,

and pirates mod - ive tried to make it as an event module , but i failed to load it as well,

any chance of help here?
 
There's one part of this ModComp that i would like to use in the B5 mod and that's the Pirates spawning with Crews. I'd like a version of this for the B5 mod where it spawns a carrier unit complete with some fighter squadrons. How easy or difficult would this be?
 
hey buddy,

im having some trouble in merging this mod and the pther mods you have included python files,

multi bonus and units,

since im using bug mod(better bug ai to be exact), im not succeeding in merging the pedia files to sevopedia, ive tried but in the pedia i get and less preqeq of bonus requirements,

and pirates mod - ive tried to make it as an event module , but i failed to load it as well,

any chance of help here?
Huh, it should be pretty straight forward. Wait a sec... there are no pedia python files in the Pirate mod...



There's one part of this ModComp that i would like to use in the B5 mod and that's the Pirates spawning with Crews. I'd like a version of this for the B5 mod where it spawns a carrier unit complete with some fighter squadrons. How easy or difficult would this be?

Shouldn't be too hard... all you need is the attemptPopulatePirate() method in the CvUnit.cpp file. This is the code that actually populate the unit with a crew. Are you looking to populate units that aren't barbarians? Or any old unit that has a particular domain type? Etc.
 
Shouldn't be too hard... all you need is the attemptPopulatePirate() method in the CvUnit.cpp file. This is the code that actually populate the unit with a crew. Are you looking to populate units that aren't barbarians? Or any old unit that has a particular domain type? Etc.
No, we would only need this for Pirate units and then only for the Carrier units, which as i mentioned before would only spawn fighters/squadrons. Not the sort of thing that happens in standard Civ, never heard of a rogue aircraft carrier attacking anyone at random.
 
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