ales_
Heir
Italy is a normal civ.
Italy is a normal civ.
That looks good so far. Actually I'm not sure how it factors in the scenario start turn, and that appears to be a legitimate question for late starting scenarios in general.Most of us tend to be disappointed upon winning the game with a late-spawning civ and still get compared to Dan Quayle. However, I saw this page explaining the mechanics behind the scoring system and immediately thought of a way to compensate the latecomers.
So far, RFC and all derivative modmods still rely on the original scoring system in CvUtil.py, and none of them has edited it. Here's my attempt to correct said flaw:
Code:#import the array containing the spawn dates of individual civs import Consts as con import RFCUtils utils = RFCUtils.RFCUtils()
Then, at getScoreComponent():
Code:if bFinal and bVictory: [B]iHumanSpawnTurn = getTurnForYear(con.tBirth[utils.getHumanID()])[/B] fTurnRatio = float(gc.getGame().getGameTurn() [B]- iHumanSpawnTurn[/B]) / float(gc.getGame().getEstimateEndTurn() [B]- iHumanSpawnTurn[/B]) if bExponential and (iInitial != 0): fRatio = iMax / iInitial iMax = iInitial * pow(fRatio, fTurnRatio) else: iMax = iInitial + fTurnRatio * (iMax - iInitial)
This, however, doesn't get into account starting with different scenarios. In the formula, is the scenario's starting year taken into account when calculating the score, or does it presume 3000 BC as Turn 1 at all times? The calculations could go wrong when playing as a civ that spawned way before the scenario started if scores from 3000 BC games are treated differently from 600 AD games.
Also, since this fix is intended for all RFC-based modmods, this does not take into account playing as reborn civs (Italy, Iran, Colombia and Mexico), which is a concept unique to DoC.
Binary
How do I make all Mongol units start out with the morale promotion?
I done a lot of python/xml editing for a long time with... notepad. What do serious modders use?
I use Notepad++.How do I make all Mongol units start out with the morale promotion?
I done a lot of python/xml editing for a long time with... notepad. What do serious modders use?
A magnetized needle and a steady hand.
Does your Venice replace Rome? Or Italy (and it in fact shows Italian tile stability in the tool tip)? If that is the case, you likely haven't changed their stability maps yet. CvRhyes.cpp in case you forgot.
Flags and buttons are two different things. Have you created a separate Venetian flag yet?
The UHV tool tips are in Python\Screens\CvScreenInterface.py. I don't recall what the responsible method is called, but searching for iRome and just commenting out the following lines should work.It replaces Rome, and displays the areas such as "Spain", "France", etc...
Does that mean you've fixed that problem? Otherwise I don't know what you mean.I fixed the second one on my own.
The UHV tool tips are in Python\Screens\CvScreenInterface.py. I don't recall what the responsible method is called, but searching for iRome and just commenting out the following lines should work.
Searching for the iRome constant all over the mod files is probably a good idea in general, so you can see if the code that references it still makes sense now that it represents Venice.
Does that mean you've fixed that problem? Otherwise I don't know what you mean.
Did you change their stability map in CvRhyes.cpp? Are you sure it compiled successfully?I've fixed nearly everything. The UHV goal areas don't display anymore, but the wrong territory still does.
Did you change their stability map in CvRhyes.cpp? Are you sure it compiled successfully?