New civics

AdelineJ

Warlord
Joined
Apr 28, 2012
Messages
288
Location
France
Hello!
1. To create a new civics, must I just modify CIV4CivicInfos?
2. To create a new civics category, must I just modify CIV4CivicInfos? How do I do for presentation? Python?
3. Do you know if there is a small mod with only civics?
Thanks
AdelineJ
 
Am I obliged to do python to create a civic? to change the laying?
 
No, you don't have to change anything in Python to add/create/change civics, but the screen will look ugly.
You can either
- change the screen, which is only changing a few numbers
- use another civics screen, like the one in the mod component God-Emperor linked.
 
Thanks. How do I do to change the size of comments (left column)? The lines mix...
 
I try it but no effect... Must I modify an other fileas pytoncallback?
 
Nonono, only that file.
:think: maybe the rest is also necessary...I'm not sure, but my CvCivicsScreen has as vaules (relatively on the top):
PHP:
		self.HEADINGS_BOTTOM = 300
		self.HELP_TOP = 370
		self.HELP_BOTTOM = 630
		self.TEXT_MARGIN = 13

instead of
PHP:
		self.HEADINGS_BOTTOM = 280
		self.HELP_TOP = 350
		self.HELP_BOTTOM = 610
		self.TEXT_MARGIN = 15

I'm not totally sure what these do anymore (I have sure a suspicion), but I'd try to change it and hope that it works.
 
I try to copy the file of RoM-A New Dawn but I want to play, there are not bars in the top and bottom...
 
Thanks. I have it but I think the size of comments (left column) is too high... I try to modify CvCivicsScreen.py but no result...
 
I try too with the file of C2C but same result...This is the file of C2C put in Beyond the Sword\Mods\Tutoriel\Assets\Python\Screens
 

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What is adress of this subforum?
I don't understand : why it works with C2C and not only?
 
I'm almost finished the civics. I miss some details:

1. <bNoUnhealthyPopulation> means no :mad: caused by population?
2. <iExpInBorder> What does it means?
3. <bBuildingOnlyHealthy> means no :mad: caused by buildings?
4. <iStateReligionUnitProductionModifier> is likes <iStateReligionBuildingProductionModifier> but one for units and one for buildings?
5. <Hurry/> I don't understand what Does it signified and what can we write : :food:, :hammers:, :commerce:, :gold:, :culture:, :espionage:, or :science:.
 
I'm almost finished the civics. I miss some details:

1. <bNoUnhealthyPopulation> means no :mad: caused by population?
Not no :mad: from popultion, no :yuck: from population. Normally you get 1 :yuck: per point of population.

2. <iExpInBorder> What does it means?

I think you mean iExpInBorderModifier. It is a percentage modifier for the amount of experience a unit gains from a combat within your borders. If you set it to 50, each time one of your units gets XP in your borders it should get 50% more (rounded down, so it would often have no actual effect).

3. <bBuildingOnlyHealthy> means no :mad: caused by buildings?

Again, it is :yuck:, not :mad:. If a building gives health, it still would give it. But if a building gives unhealthiness it no longer does if you are using a civic with this set.

4. <iStateReligionUnitProductionModifier> is likes <iStateReligionBuildingProductionModifier> but one for units and one for buildings?

Yes.

5. <Hurry/> I don't understand what Does it signified and what can we write : :food:, :hammers:, :commerce:, :gold:, :culture:, :espionage:, or :science:.

It is either HURRY_POPULATION (you can rush via sacrificing population, like the Slavery civic) or HURRY_GOLD (you can rush with money).
 
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