ModModder's Guide

Not really; Post 1.4, we'll likely remove the option to disable Broader Alignments. The thing it has been waiting on most, has been full integration into the game... And what better time to do that then while redesigning virtually everything else?

What exactly do you want to use it for? It should be possible to use the Player/City variables to emulate BA for a single player only; pPlayer.getCivCounter/getCivCounterMod, and pCity.getCityCounter/getCityCounterMod. If you use the second on, say, the capital, it should work pretty easily.... So long as the civ isn't already using them.
 
Strange modular xml behavior:

I use the "GWS Buildings" module and found a strange bug with the BAZAAR_OF_MAMMON.

For this test I use rife 1.31.195 with only the "BannorChainofCommand" and "GWS Buildings" module.
In "GWS Buildings" the BAZAAR_OF_MAMMON is changed from a nat. wonder to a 'normal' wonder.

this is in the original rife xml file (CIV4BuildingClassInfos.xml):
Code:
		<BuildingClassInfo>
			<Type>BUILDINGCLASS_BAZAAR_OF_MAMMON</Type>
			<Description>TXT_KEY_BUILDING_BAZAAR_OF_MAMMON</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>1</iMaxPlayerInstances>
			<iExtraPlayerInstances>0</iExtraPlayerInstances>
			<bNoLimit>0</bNoLimit>
			<bMonument>0</bMonument>
			<DefaultBuilding>BUILDING_BAZAAR_OF_MAMMON</DefaultBuilding>
			<VictoryThresholds/>
		</BuildingClassInfo>

and this is whats in the GWS modular file:

Code:
		<BuildingClassInfo>	
			<Type>BUILDINGCLASS_BAZAAR_OF_MAMMON</Type>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
		</BuildingClassInfo>

but with just this in the modular file you cant build the wonder.
in the civilopedia you will see a msg: Cannot be built by any civilization

the crazy thing is if you copy the last four lines of the 'original' rife lines into the module the wonder works fine. what's going on?

Code:
		<BuildingClassInfo>	
			<Type>BUILDINGCLASS_BAZAAR_OF_MAMMON</Type>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			
[COLOR="Red"]			<iExtraPlayerInstances>0</iExtraPlayerInstances>
			<bNoLimit>0</bNoLimit>
			<bMonument>0</bMonument>
			<DefaultBuilding>BUILDING_BAZAAR_OF_MAMMON</DefaultBuilding>
			<VictoryThresholds/>[/COLOR]
			
		</BuildingClassInfo>
 
Can someone make the momus scenario compatible with Rise from Erebus? Also, is it possible to make momus, and being able to use anyone in it against anyone. That would be awesome.
 
Hi,

I'm working on nomadic civilization. In my initial tests using Vanilla FFH, I was able to have the option of choosing cities or settlements when a city was founded by setting <iMaxCities> in the TraitInfos to a positive value. I'm now trying to get my mod to work with RifE setting the <iMaxCities> value does not seem to give the settlement option. Any idea why?

LPlate
 
Trait works fine. Works even better now that I've assigned it to the Civilization.:wallbash:

LPlate
 
Hi,

Are there any plans to modularise the python for 'onCityAcquiredAndKept'?

I thought, given the selfish, tribal attitudes of my nomadic civilization, killing off the entire population of a newly conquered city but keeping it as an Off-Season Settlement would make sense.

LPlate
 
Thanks.
 
Hi,

Is onCultureExpansion modular or will it be? I didn't see the modular references in CvEventManager for this function.
 
Hi,

What's SVN?
 
Will there be pyPreCombat callbacks in 1.4?
 
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