MagisterCultuum
Great Sage
Yeah, if it counts towards the conquerer's alignment that could cause problems. I'm thinking that destroying a building should have the opposite alignment effect as building it (the same for killing units).
I'll probably merge this with the Abandon City/Raze Building mod (and the Unit Stats FfH modmod) as a basis for my modmod, in which case you would be able to raze the evil buildings yourself (or even the entire city) to make you less evil (of course razing the city would make you more evil instead.) (I should probably check to make sure that cities razed this way still effect alignment, grant manes, etc.)
I don't suppose you'd want to include those in this modmod to begin with, to save me a little work, would you?
Edit: (The abandon city mod is actually just a few python files that don't even replace anything FfH uses. It is already compatible with FfH and I think it worked fine with UnitStats, although for some reason it stopped working when I used it with the DLL I compiled based on UnitStats. The only merging work you (or I) would really have to do is to merge yours with UnitStats.)
I guess I might as well do it myself though, as there are a few other changes I'd really like to make too. In additon to the things I've suggested here already, I want to add the <PyPerTurn> tag/function to CIV4UnitInfos.xml instead of just CIV4PromotionInfos.xml, to add the <PythonPostCombatLost> and <PythonPostCombatWon> tag/function to CIV4PromotionInfos.xml instead of just CIV4UnitInfos.xml, to allow HN units to capture/spawn units (but not capture cities), to allow unowned Forests to sometimes (but more rarely) turn Ancient, to make units unload all their cargo before their limited duration kills them, to allow units with cargo to also be cargo, to allow birds to rebase like they did in vanilla instead of BtS, to be able to liberate individual cities as colonies instead of needing multiple cites on a separate continent from your capital (I found a code that supposedly lets you do this, but when I added it to the FfH DLL it made liberating colonies completely impossible. Most people on that thread seemed to have had the same result in their mods), and to include the SDK portions of Vehem's Doviello Icehouse modmod (but use different python calls an an Illian UB)
I'll probably merge this with the Abandon City/Raze Building mod (and the Unit Stats FfH modmod) as a basis for my modmod, in which case you would be able to raze the evil buildings yourself (or even the entire city) to make you less evil (of course razing the city would make you more evil instead.) (I should probably check to make sure that cities razed this way still effect alignment, grant manes, etc.)
I don't suppose you'd want to include those in this modmod to begin with, to save me a little work, would you?
Edit: (The abandon city mod is actually just a few python files that don't even replace anything FfH uses. It is already compatible with FfH and I think it worked fine with UnitStats, although for some reason it stopped working when I used it with the DLL I compiled based on UnitStats. The only merging work you (or I) would really have to do is to merge yours with UnitStats.)
I guess I might as well do it myself though, as there are a few other changes I'd really like to make too. In additon to the things I've suggested here already, I want to add the <PyPerTurn> tag/function to CIV4UnitInfos.xml instead of just CIV4PromotionInfos.xml, to add the <PythonPostCombatLost> and <PythonPostCombatWon> tag/function to CIV4PromotionInfos.xml instead of just CIV4UnitInfos.xml, to allow HN units to capture/spawn units (but not capture cities), to allow unowned Forests to sometimes (but more rarely) turn Ancient, to make units unload all their cargo before their limited duration kills them, to allow units with cargo to also be cargo, to allow birds to rebase like they did in vanilla instead of BtS, to be able to liberate individual cities as colonies instead of needing multiple cites on a separate continent from your capital (I found a code that supposedly lets you do this, but when I added it to the FfH DLL it made liberating colonies completely impossible. Most people on that thread seemed to have had the same result in their mods), and to include the SDK portions of Vehem's Doviello Icehouse modmod (but use different python calls an an Illian UB)