Orion's Inquisition Mod

So nothing has to be done to the Inquistion.py then? ]

Forgot that one. Try this:

Spoiler :
Code:
def CTFRinit():
	global bReligiousTechInitDone
	if not bReligiousTechInitDone:
		data = {
			"TECH_MEDITATION" :4,
			"TECH_POLYTHEISM" :4,
			"TECH_MASONRY" :4,
			"TECH_BLOOD_CULT" :4,
			"TECH_MONOTHEISM" :8,
			"TECH_WRITING" :8,
			"TECH_SHIP_BUILDING" :8,
			"TECH_DUALISM" :8,
			"TECH_LITERATURE" :12,
			"TECH_CODE_OF_LAWS" :12,
			"TECH_THEOLOGY" :12,
			"TECH_SCULPTURE" :12,
			"TECH_PHILOSOPHY" :16,
			"TECH_FEUDALISM" :16,
			"TECH_CITY_PLANNING" :16,
			"TECH_EDUCATION" :16
		}
		for szTech, iMax in data.iteritems():
			iTech = gc.getInfoTypeForString(szTech)
			if iTech != -1:

Of course you can change the order to more accurately relect your tech sequence.

Orion Veteran :cool:
 
With special thanks for the help I received from EmporerFool, I have achieved a breakthrough in my on going quest to reduce the merging of Python code in Orion's Inquisition mod. Yes! Testing has been a big success and the next version will replace the CvGameUtils.py file with a file called InquisitionGameUtils.py. The difference is: Only those functions that were modified in the CvGameUtils.py, will appear in the InquisitionGameUtils.py file. Thus, merging of this code will be dramatically reduced in this self contained InquisitionGameUtils.py file. Any code you may have in your own mod can be easily migrated from your CvGameUtils.py file to the InquisitionGameUtils.py file. Other exciting changes will also be included in the 2.01C version. I hope to release this new version after the weekend.

Sincerely,

Orion Veteran :cool:
 
Forgot that one. Try this:

Spoiler :
Code:
def CTFRinit():
	global bReligiousTechInitDone
	if not bReligiousTechInitDone:
		data = {
			"TECH_MEDITATION" :4,
			"TECH_POLYTHEISM" :4,
			"TECH_MASONRY" :4,
			"TECH_BLOOD_CULT" :4,
			"TECH_MONOTHEISM" :8,
			"TECH_WRITING" :8,
			"TECH_SHIP_BUILDING" :8,
			"TECH_DUALISM" :8,
			"TECH_LITERATURE" :12,
			"TECH_CODE_OF_LAWS" :12,
			"TECH_THEOLOGY" :12,
			"TECH_SCULPTURE" :12,
			"TECH_PHILOSOPHY" :16,
			"TECH_FEUDALISM" :16,
			"TECH_CITY_PLANNING" :16,
			"TECH_EDUCATION" :16
		}
		for szTech, iMax in data.iteritems():
			iTech = gc.getInfoTypeForString(szTech)
			if iTech != -1:

Of course you can change the order to more accurately relect your tech sequence.

Orion Veteran :cool:

Thx alot, you have been a Great help, and even more changes coming, i cant wait, thx.;)
 
That sounds good! Will this release be 2.1? :)
 
That sounds good! Will this release be 2.1? :)

Announcing the release of version 2.10

1. Decentralized the Holy Office. There is a Holy Office now for each religion.

2. Added new graphic for the Holy Office - Finally! :)

3. Updated the CivPedia to reflect recent changes.

4. Replace the CvGameUtils.py file with a file called InquisitionGameUtils.py. Only those functions that were modified in the CvGameUtils.py, will appear in the InquisitionGameUtils.py file. Thus, merging of this code will be dramatically reduced in this self contained InquisitionGameUtils.py file.

5. Replaced the CvGameInterface.py with the CvGameInterfaceFile.py. This file makes the InquisitionGameUtils.py modular.

Enjoy!

Orion Veteran :cool:
 
Cool! :D *scampers off to DL it*
 
Dang just when i got it working correctly, LOL:p

So i delete all the stuff in CvGameUtils.py and CvGameInterface.py pertaining to #Inquisitor Mod/End?

Notice in this version, the CvGameUtils.py and the CvGameInterface.py files have been deleted, as they are not required. Copy only the "Modified" functions in your CvGameUtils.py and paste them directly into the InquisitionGameUtils.py file. If the function is already there, then all other changes you performed still apply, but now they go in the InquisitionGameUtils.py file. Also make the same changes you made previously into the inquisitions.py file. It should be very easy now and not take as long to merge this mod.

Respectfully,

Orion Veteran :cool:
 
Will you be working on a 3.19-compatible version soon? (Not to rush you or anything; I'm just asking.)
 
Will you be working on a 3.19-compatible version soon? (Not to rush you or anything; I'm just asking.)

HUH? It is compatible with 3.19(thats what i am working with), it doesnt use any dll/sdk stuff, right?:mischief:
 
Will you be working on a 3.19-compatible version soon? (Not to rush you or anything; I'm just asking.)

I wanted to finish version 2.10 before moving on. Now that I have finished that task, I'm going to upgrade my system to BTS version 3.19 today. Since I do not know what to expect, it may be a while before the conversion is complete. Wouldn't it be nice, if nothing had to be done? That's probably fantasy. One can only dream...

Note: Conversion to 3.19 is complete. Mod is merged and testing is underway.

Respectfully,

Orion Veteran :cool:
 
Yeppers that did it, dang this python is picky,:lol:

Thx alot for all YOUR help.


Yes certainly the python is picky, very picky. Currently, I'm having real problems with making a modular CvEventManager that will execute all of the functions properly in the 3.19 version. This development really takes a lot of patients.

Orion Veteran :cool:
 
Announcing the release of version 2.50 for BTS 3.19

1. Mod is now fully converted to BTS 3.19 format.

2. Modular python project is now complete -- really cool!

3. Converted CvEventManager.py file to modular CvCustomEventManager.py file.

4. CvCustomEventManager.py calls the InquisitionEvents.py file, which runs the events that were previously in the CvEventManager.py file; only more efficiently.

5. Modular Better BTS AI, in it's entirety, is added for convenience. Note: You must download the DLL if you want to use it.

6. Fixed CvWDesc.py python bug and many others.

7. Fixed Tech Tree for Holy Office Special Building.

8. Fixed Tech Tree For Inquisitor unit.

9. Changed the Prerequisite tech for the Malleus Maleficarum Wonder. Prerequisite is now Theology, but it also requires Literature. This makes the Wonder available far earlier than before and leaves a significant amount of time to utilize the benefits before discovering the obsolete tech (Liberalism).

10. Improved the art files for the Holy Office Build icons.

Enjoy,

Orion Veteran :cool:
 
OK, what did i do wrong THIS time?? The LOG is inside the rar.

1. You don't need the CvEventManager.py anymore. Notice it is gone from my latest release. Remember: "Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away.” You have a lot to take away.

2. All modified functions in your CvEventManager.py need to be transferred to a separate modular formated Event Manager file like my InquisitionEvents.py file. Many hours of testing went into the CvCustomEventManager.py. Use it and the InquisitionEvents.py file, as the example, for adding your other Events from your mods.

3. You don't need the CvGameInterface.py file if you have a CvGameInterfaceFile.py file.

4. You can add more event files like AIAutoPlay.py to the CvCustomEventManager.py, but you need to be careful to include any new imports that your linked Event file requires.

5. If you want to use the InquisitionEvents file to add new functions, make sure you properly register (initialize) each new function that you add. Take a hard look at the function def __init to see how each function is initialized. It's hard work, but in the end, it is worth the effort to eliminate the need to merge files on every upgrade.

6. When you get your functions ported over to the InquisitionEvents.py file or your own Event file(s), let me know and I will look at it again. This is complex python, so be careful.

Respectfully,

Orion Veteran :cool:
 
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