Natural wonders development thread

Theres only two other examples when that happens though. When a city switches hands and when a city is razed. City razed doesnt matter because the city is gone so there is no happiness in a city that is not there. Oncityacquired you already have a code their so again editing it not adding more

And i disagree, it actually increases over time as people in the past probably could care less about the wonders while now it brings tourism and happiness more then the past. People in the past lived where you can get food, not where you can see a canyon. Not to mention 10 turns after getting it in ancient times, theres no benefit in the city from like 2000 AD for rest of time. Plus you can loose it before 10 turns is up.
 
Checking every turn in Python, the way I understand it, can really slow down the game.

Yes it does if there is a lot of checks. If you check once a turn for one line of code or even 5 there will be no difference. If you got hundreds yes there will be a huge difference
 
actually a plot can change hands due to cultural pressure not related to any off the eventmanager events. If it's what you want though I will attempt to make it but I am away tommorrow (back on thursday) so I will do everything then
 
Culture expansion is literally expansion of the city's borders.
When A) its culture level increases
B) it recovers from anything that makes it a tile disorder city

Thus, it is not useful to this at all

And if you are gonna do a check every turn, it is definitely not gonna be a 1 line statement.
If you have 10 natural wonders, that means at least 10 statements, minimum
 
not true, I can do dynamic checking :p cuts it down a bit :p
 
I say for now, lets just keep the happiness thing. If we can get a code written about that then I can release the mod.

From there I say we specialize it like building wonders. They don't all give the same bonus so neither should these. Everything will be a one time effect. Basically when you get them in your city radius for the first time something happens specialized to that specific one (Golden age, sum of gold, resource etc.) That will be a one time thing so no need to check anywhere else. The only problem I see is what if that city is then razed, and another city placed there on top? Would setting variables for each wonder at the top make sence? Set them all to zero. So then when you settle or expand onto it, you check to make sure it is zero, and at the end of the code, you chance the variable to one, to make sure it does not happen again.
 
Iirc in RoM:A New Dawn and C2C have tags that do all that:p. Which means that is is probably some SDK code that Afforess (or Koshling or AIAndy) did. Unfortunately that doesn't help you. The normal BtS tags just gave health from features in the vicinity iirc. Dang! - in the vicinity not in cultural area! I'll go back to lurking and waiting for the release so I can merge it.:mischief:
 
the problem with indiviual effects is without C++ tags it becomes very hardcoded and a drain on performance which is not what we want.
 
This still hasn't been released. WHY??? :(:(
 
:blush:

I will get this done when I have time. Maybee you can release it before hand and then have a second version for happiness. I for one would prfer the culture so an option for the users of the mod would be nice.
 
I might be able to give you a hand.
 
I would need the python files.
 
don't we have them here... hmm I will upload soon (tommorrow at latest)
 
Again, nothing seems to be happening.
 
whoops :rolleyes: I have alot on my plate atm so I keep forgetting things!

this is for you to work on voyhkah right?

I think this is the latest version. it seems to be
 
For starters, Natural Wonders don't generate. Also, the Natural Wonders should have their own Pedia section. Other than that, what's missing?
 
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