Modmodding Q&A Thread

About Tamil's 3rd UHV goal, is there any more codes except the ones in the victory.py? I'm copying it for new civ but doesn't work :confused:
What doesn't work exactly? Does it not count the gold, or does it not trigger when the threshold is exceeded?

In case of the former, I don't know where the counters are implemented. Could also be in RFCEventHandler.py.

++ I guess you might be busy now, can you give me some help for the previous question?
What's the problem?
 
About Tamil's 3rd UHV goal, is there any more codes except the ones in the victory.py? I'm copying it for new civ but doesn't work :confused:

What doesn't work exactly? Does it not count the gold, or does it not trigger when the threshold is exceeded?

In case of the former, I don't know where the counters are implemented. Could also be in RFCEventHandler.py.

Did you also make the required changes in StoredData.py? (Both the counter itself and the 2 methods to change and returning the value)
 
Oh that's right. Your new civ needs its separate counter and cannot use the Tamils'.
 
I added one on StoredData.py, two new methods too. Scanned all tamil's two methods with ctrl+F and made corresponding one for new civ. But it seems like that trade gold counter does not increasing at all.


And previous one that I mentioned means this.
Thanks in advance.

Is there any method that make exception on flipping in civ respawn? I want to make Mogadishu under specific civs' control does not flips to Ethiopia when they respawn.

++ added: Making exception for specific area will be much better :)
 
I added one on StoredData.py, two new methods too. Scanned all tamil's two methods with ctrl+F and made corresponding one for new civ. But it seems like that trade gold counter does not increasing at all.
Have you replicated StoredData.changeTamilTradeGold() and applied the replica to your civ in the equivalent locations to where it appears in Victory.py?

The methods are checkTurn(), onPlayerGoldTrade(), onTradeMission().

And previous one that I mentioned means this.
Oh sorry, I'd forgotten that I promised to look that up but never got around to it. The flip on respawn takes place in rebirthSecondTurn() in RiseAndFall.py. lRespawnPlots is a list of all flipping plots, it's easiest to remove some of them there. I'm already doing something similar for Mexico and America.
 
Have you replicated StoredData.changeTamilTradeGold() and applied the replica to your civ in the equivalent locations to where it appears in Victory.py?

The methods are checkTurn(), onPlayerGoldTrade(), onTradeMission().

Yes, I've done all on that. Maybe the problem is on the UHV display. I'll check it again and come back.


Oh sorry, I'd forgotten that I promised to look that up but never got around to it. The flip on respawn takes place in rebirthSecondTurn() in RiseAndFall.py. lRespawnPlots is a list of all flipping plots, it's easiest to remove some of them there. I'm already doing something similar for Mexico and America.

Thanks for the answer :)
 
For a few weeks/updates liberation flipping was disabled and it was really quite wonderful. Is there a way to disable that function (I'm guessing that it's something to do with BetrayalTurns) that doesn't involve dlls & all that?
 
Liberation flipping? What do you mean?
 
Just add a return statement at the beginning of the initBetrayal() method in RiseAndFall.py.
 
The best way is to go to the method definition and add a return statement there.
 
Not def initBetrayal but the line after the comment #Trigger betrayal mode, right?

Quoting myself is weird, but I figured out an idea I wanted to share: I set the unitbetrayal killunit random number to 0 (which means that I won't lose a unit to betrayal, right?) so the new civ still gets its needed rebel troops & I don't have to deal with my garrisons disappearing.

This gave me an idea to change this whole mechanic: when a unit is chosen to betray its owner on that given turn a new unit is created for the new civ as normal but the old civ keeps its the target unit with either a turn of immobilization/drops to half-strength like with plague or both. What do you think?
 
Yeah, I've been thinking about something like that for some time.
 
Good to know it works now.
 
this may be simple and i thought i had saved a previous thread about changing the promotions received for killing barbs but i cant find it now. can you direct me to the xml to change the limit form 30 to say 60 to get a 3rd promo?
 
Change BARBARIAN_MAX_XP_VALUE in Assets\XML\GlobalDefines.xml.
 
the listing has GlobalAIDefines- but no BARBARIAN_MAX_XP_VALUE is found
route is Assets, Gameplay, XML, AI, then GLobal AIDefines
am i looking in the wrong place?
i was looking in the wrong place i found Global defines, but need to open in note pad duh, thanks
 
Does anybody know where the component is located that allows the caravel to move at double speed in oceans? Not really for a modmod, but for my Ancient Middle East Mod. I'm not getting any replies in the Quick Modding Questions thread, so if anybody knows I would be very grateful.
 
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