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Natural Wonders Mod Comp

Discussion in 'Civ4 - Mod Components' started by platyping, Apr 23, 2013.

  1. Ferocca

    Ferocca Warlord

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    That's a great way to do it, thanks!

    Important note for BUG Mod/RevDCM users:
    The new CTRL+F code has to be pasted in the BugEventManager.py. Don't forget to define 'theKey'.
    (And it really has to pasted there, not in a modular python file even!)
     
  2. platyping

    platyping Sleeping Dragon

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    1) Updated Platypedia
    2) Removed Sevopedia
     
  3. platyping

    platyping Sleeping Dragon

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    Updates

    New Benefits

    It seems that buildings are more popular so I removed the free specialist and grant a new building instead.

    1) When a city is built near a Natural Wonder (within BFC), it gains a free NW specific building. (Built near Mount Everest gains Mount Everest building)
    (Screenshot 2)

    2) Each Natural Wonder can only grant its special building to only one city.
    (Screenshot 1, only the city built first gets the building)

    3) When city with Natural Wonder building gets razed, building automatically shifts to random city near Natural Wonder.
    (Screenshot 3)

    P.S.
    All the Natural Wonders have specific buildings, but all of them only provide +1 Great Scientist rate.
    Design the effects yourself, only provided the codes to make them work :D
     

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  4. AbsintheRed

    AbsintheRed Deity

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    Great ideas!
    I'm sure all modders will appreciate it!
     
  5. platyping

    platyping Sleeping Dragon

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    Updates

    1) Removed a test code left behind in onCityAcquiredAndKept
    This must be Jamie's fault. I never use that section :mischief:


    2) Updated Platypedia
     
  6. j_mie6

    j_mie6 Deity

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    "fault", that is not a nice term :lol:! I used that function to calculate the new bonuses to culture, you just went a different path :p
     
  7. platyping

    platyping Sleeping Dragon

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    20th Natural Wonder, by hrochland

    Since there are 20 now, Chance to spawn reduced from 12% to 10%
     

    Attached Files:

  8. stolenrays

    stolenrays Deity

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  9. platyping

    platyping Sleeping Dragon

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    Nah, you are telling the wrong guy :D
    I can only add what our artists provide, no artwork no wonders :D
     
  10. platyping

    platyping Sleeping Dragon

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    1) Codes shifted from CvEventManager to a new python file, NaturalWonders

    2) Natural Wonders now placed after 1st turn rather than after 2nd city built, for the sake of Advanced Start games

    3) ASgames treated as All Reveal Mode games (Future Era Start).
    In other words, it is possible for Natural Wonders to spawn within cultural borders for AS games.

    4) Customisation section for modders to easily modify whatever values that can be modified
    Code:
    self.iFirstGold = 50					## Gold Granted to First Team to Discover
    self.iDiscoverHappiness = 1				## Happiness Granted to Any Team to Discover
    self.lBigWonder = ["FEATURE_PLATY_GREAT_BARRIER"]	## List of Natural Wonders that occupy 2 Tiles
    self.iNoNearbyRadius = 2				## Cannot have another Natural Wonders or Revealed Tile within X Tiles
    self.iPlaceChance = (CyMap().getWorldSize() +1) * 10	## Chance of Spawning each Natural Wonder
    self.iMaxYield = 4					## Maximum Random Yield
    self.lLatitude = [("FEATURE_PLATY_AURORA", 70, 90)]	## Min Latitude, Max Latitude
    In other words, don't touch anything else if you are not sure what you are doing.

    5) List of Big Wonders
    Modders can specify as many BIG ones as they like which will occupy 2 tiles instead of one.
    Eg. Great Barrier Reef

    6) Latitude Check
    Modders can add latitude check for certain ones like Aurora to set a min or max latitude to spawn.

    7) Natural Wonders no longer spawn within X tiles of starting plots, as specified by self.iNoNearbyRadius, unless AS games or All Reveal Mode games of course.

    8) No longer possible to get > 1 City with Natural Wonder Buildings by building at strategic locations for Big Size Wonders AKA Great Barrier Reef.
    No matter how you place your cities, GBR will only grant its building to one city.

    9) CTRL F now shows locations of all Natural Wonders irregardless of whether it is revealed when in WorldBuilder mode.

    10) All Natural Wonder Buildings have been granted Unique Effects different from each other.

    11) As a result, random python yields on the plots themselves reduced to max of 4 each.
    Notes:
    The python yields on the plot is necessary for 2 reasons:
    A) Attract A.I. to build cities near them to gain the Wonder Building.
    B) When plot ownership changes, although the Wonder Building remains with the Wonder City, at least the new plot owner can make use of the plot yield.
    Thus, do NOT shift the yields into the Wonder Building directly and remove the python yield, else A.I. will treat them as garbage plots.

    12) Pedia updated to latest version.

    13) Pedia modified to show respective building effects as well.

    Edit:
    14) Added Text Tags for all languages

    15) Building Art Defines for All Wonder Buildings, so that they don't look stupid in World Builder

    16) Movie check in CvWonderMovieScreen file in case of typo
     

    Attached Files:

  11. Bataknese

    Bataknese Horas Bah..

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    Indonesia
    Nice Mod comp Platy...
    Is this work for BUG mod? Seems it doesn't spawns??
    also do you still have sevopedia entry for this with its own category? (your Platypedia isn't working in BUG) :confused:
     
  12. platyping

    platyping Sleeping Dragon

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    Basically, anything screwed due to BUG, don't ask me :D

    BUG replaces some of the functions in CvGameUtils to its own such as the Widgets.
    Without the Widgets, some functions or hover texts will not work, which means you must put the codes in the Widget sections of BUG instead.

    Similarly, I won't be interested to make a Sevopedia entry for it.
     
  13. platyping

    platyping Sleeping Dragon

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    1) Updated Platypedia with Movie Player for Natural Wonders
    2) Added Dead Sea by Hrochland
     

    Attached Files:

  14. veBear

    veBear Slumerican Citizen

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    Just nitpick, I know, but wouldn't the globe symbol work better as a symbol for natural wonders than the culture note symbol? I mean, they're natural, not cultural...
     
  15. platyping

    platyping Sleeping Dragon

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    True and agreed, but you know me...
    Lazy to reupload just to change symbol...
    Wait till there is a new NW artwork :D
     
  16. patriachica

    patriachica Chieftain

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    Great concept and it looks like wonderful execution. :goodjob:

    To show how much I'm looking forward to running with this, here's a suggestion:

    Wonder: Giant Sequoias (AKA Giant Redwoods)
    CC licensed photo source: https://www.flickr.com/photos/s__i/10502887415
    Wikipedia: http://en.wikipedia.org/wiki/Sequoiadendron_giganteum
    Art: pillage the 'Ancient Forest' graphics from RFCE or FfH2?

    Placement: if you want to bother, they show up between coast and mountains. IRL, it's the ocean-side of the North American Rockies(sic).
     
  17. platyping

    platyping Sleeping Dragon

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    Updated with Platypedia 2.15.

    @Giant Redwoods
    Nah, can't be bothered to download a mod just to loot an artwork :D
     
  18. j_mie6

    j_mie6 Deity

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    but that is the sort of wonder you can have span multiple tiles!
     
  19. Dancing Hoskuld

    Dancing Hoskuld Deity

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    It is also switchable to use for other plants eg remnant Cretaceous forests of New Caledonia. edit on second thoughts it wouldn't the graphic for ancient forest is mostly deciduous trees ;)
     
  20. platyping

    platyping Sleeping Dragon

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    I will only bother when artwork is available as single download.
    Download a mod, look through artdefine, unpaking pak file just to get an artwork to make a new wonder when there are already 20+ wonders? Nah
     

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