Orion's Inquisition Mod

I just noticed that you have put a dll in the new version, do you have to have that, cause if you do, that will STOP alot of people now from using this.

Remember this?

If you don't want to use the DLL, this is all you have to do! All marked in Red...

Code:
from CvPythonExtensions import *
import CvEventManager
[COLOR="red"]# import AIAutoPlay
# import ChangePlayer
# import Tester[/COLOR]
import InquisitionEvents
#INSERT IMPORTS


gc = CyGlobalContext()
#INSERT DEFINES


#################### INITIALIZER ###########################
class CvCustomEventManager(CvEventManager.CvEventManager, object):
	def __init__(self, *args, **kwargs):

		super(CvCustomEventManager, self).__init__(*args, **kwargs)

		# map the initial EventHandlerMap values into the new data structure
		for eventType, eventHandler in self.EventHandlerMap.iteritems():
			self.setEventHandler(eventType, eventHandler)
				# --> INSERT EVENT HANDLER INITIALIZATION HERE <--
		
[COLOR="Red"]#		AIAutoPlay.AIAutoPlay(self)
#		ChangePlayer.ChangePlayer(self)
#		Tester.Tester(self)[/COLOR]
		InquisitionEvents.InquisitionEvents(self)

...Then discard these files:

CvInfoScreen.py
AIAutoPlay.py
Tester.py
ChangePlayer.py
CvGameCoreDLL.dll


Orion Veteran :cool:
 
Remember this?

If you don't want to use the DLL, this is all you have to do! All marked in Red...

Code:
from CvPythonExtensions import *
import CvEventManager
[COLOR="red"]# import AIAutoPlay
# import ChangePlayer
# import Tester[/COLOR]
import InquisitionEvents
#INSERT IMPORTS


gc = CyGlobalContext()
#INSERT DEFINES


#################### INITIALIZER ###########################
class CvCustomEventManager(CvEventManager.CvEventManager, object):
	def __init__(self, *args, **kwargs):

		super(CvCustomEventManager, self).__init__(*args, **kwargs)

		# map the initial EventHandlerMap values into the new data structure
		for eventType, eventHandler in self.EventHandlerMap.iteritems():
			self.setEventHandler(eventType, eventHandler)
				# --> INSERT EVENT HANDLER INITIALIZATION HERE <--
		
[COLOR="Red"]#		AIAutoPlay.AIAutoPlay(self)
#		ChangePlayer.ChangePlayer(self)
#		Tester.Tester(self)[/COLOR]
		InquisitionEvents.InquisitionEvents(self)

...Then discard these files:

CvInfoScreen.py
AIAutoPlay.py
Tester.py
ChangePlayer.py
CvGameCoreDLL.dll


Orion Veteran :cool:


Now your talking my kind of language, thx for the tip and info!!:p:p
 
cool stuff. anyway this can be integrated with JARM?

Does the inquisitor use espionage points (make sense since they spy on people to wipe them out)

1. From my first impression of JARM, my answer is the two mods can be easily merged together.

2. No the Inquisitors do not use espionage points. They are defenders of the faith. All they do is remove non-state religions and their associated buildings.


Orion Veteran :cool:
 
Lots of religions AND a new version of OIM - we will be favoured! :)
 
Lots of religions AND a new version of OIM - we will be favoured! :)

I plan on doing that plus a lot more. However, it will be a new mod pack written in WoC format. As real life issues call for my attention right now, it might be a while before I get to and complete the new project. As for now, you have a rock solid version of OIM to play with.

Respectfully,

Orion Veteran :cool:
 
I plan on doing that plus a lot more. However, it will be a new mod pack written in WoC format. As real life issues call for my attention right now, it might be a while before I get to and complete the new project. As for now, you have a rock solid version of OIM to play with.

Respectfully,

Orion Veteran :cool:

Here we go again, with the WoC stuff, no offense to any of them, i just cant get ANY hang of it, WHATSOEVER.:blush:
 
Here we go again, with the WoC stuff, YUCK, no offense to any of them, i just cant get ANY hang of it, WHATSOEVER.:blush:

That's why you let the code gurus develop the big mods. Since they are nice enough to create the mod, you can help out by testing the mod and reporting any bugs you find that need to be fixed. This helps everyone, as each fix makes the mod better. After a while, we will have a work of art that everyone enjoys.

Sincerely,

Orion Veteran :cool:
 
Hey, Orion, just a quick question here. I'm thinking of integrating this with WoL, but I wanted to remove the Holy Office building, and make the inquisitor require a different building - let's just say a cathedral. If I want to remove the Holy Office building, is there any python I may have to sort out through?
 
Hey, Orion, just a quick question here. I'm thinking of integrating this with WoL, but I wanted to remove the Holy Office building, and make the inquisitor require a different building - let's just say a cathedral. If I want to remove the Holy Office building, is there any python I may have to sort out through?

The Holy Office is a key building in this mod, as it helps to offset the cost of your inquisitions. Most of the changes are in the XML and art files. There is very little python pointing towards the Holy Office. In fact I think there is only one function I created for future use (getReligionHolyOffice), but that function is not called by any of the other functions. So I doubt you will have any python to mess with. If you don't mind me asking, what is it about the Holy Office building that you don't like?

Respectfully,

Orion Veteran :cool:
 
It's not that I don't like it per se, but I just didn't feel like adding another set of buildings into WoL unnecessarily (I want to keep the number of new buildings concise and not like 100 new buildings).

In WoL, I want to set the inquisitor to be available with a Guild building, let's just call it a Theologian's Guild, where the inquisitor will automatically pop out every five turns or so (like the Statue of Zeus wonder in Civ3). Your inquisition mod is, without a doubt, the best inquisition mod out there, and I didn't really want to keep it out just because I didn't want to add in the Holy Office building.

Anyhow, thanks for the bit of help. I've almost no experience with python, so I'm glad to hear I won't be doing much with it.
 
OK tried your new .B mod, and i believe i got it all correct (maybe) but when the game starts i get TWO Orions pop-ups on what is turned on or off??

Also I didnt get a pop-up when a religion was found by the civ i was playing??
 
OK tried your new .B mod, and i believe i got it all correct (maybe) but when the game starts i get TWO Orions pop-ups on what is turned on or off??

Also I didnt get a pop-up when a religion was found by the civ i was playing??

I knew exactly what it was before I even opened your file. Please, take a long hard look at the InquisitionEvents.py file. This file is supposed to contain all of the functions you have modified in the CvEventManager.py file and only the modified functions. Once all of the modified functions have been moved over from the CvEventManager.py file into the InquisitionEvents.py file, then the CvEventManager.py is obsolete and should be deleted.

You didn't transfer all of your functions nor did you delete the file! The reason you get two popups is because the CvEventManager.py file still exists and the same function is being called twice.

Please do the following: This is the key to all of your python issues in your mod.

1. Move all of your modified functions from CvEventManager.py and put them into the InquisitionEvents.py file. Each modified function must be registered in the def __init__(self, eventMgr): function. Look at that function and you will see each modified function, in the order of it's appearance in the CvEventManager.py file. Each modified function should appear only once in the InquisitionEvents.py file.

2. Delete the CvEventManager.py file. I have faith you can do it this time! ;)

Respectfully,

Orion Veteran :cool:
 
I knew exactly what it was before I even opened your file. Please, take a long hard look at the InquisitionEvents.py file. This file is supposed to contain all of the functions you have modified in the CvEventManager.py file and only the modified functions. Once all of the modified functions have been moved over from the CvEventManager.py file into the InquisitionEvents.py file, then the CvEventManager.py is obsolete and should be deleted.

You didn't transfer all of your functions nor did you delete the file! The reason you get two popups is because the CvEventManager.py file still exists and the same function is being called twice.

Please do the following: This is the key to all of your python issues in your mod.

1. Move all of your modified functions from CvEventManager.py and put them into the InquisitionEvents.py file. Each modified function must be registered in the def __init__(self, eventMgr): function. Look at that function and you will see each modified function, in the order of it's appearance in the CvEventManager.py file. Each modified function should appear only once in the InquisitionEvents.py file.

2. Delete the CvEventManager.py file. I have faith you can do it this time! ;)

Respectfully,

Orion Veteran :cool:

OK in the other files then what do i do with the "import CvEventManager"? Do i change that to "import InquisitionEvents." Or just add that?
 
OK in the other files then what do i do with the "import CvEventManager"? Do i change that to "import InquisitionEvents." Or just add that?

Import each of the respective functions into the InquisitionEvents.py file. Again, be make sure that you do not duplicate any of the existing functions already in the InquisitionEvents.py file. If you find the same modified function in both files, you will have to merge the code for that one function in the InquisitionEvents.py file.

Lastly, make sure that when you call these functions from other files, you must add: Import InquisitionEvents and refer to each of the functions with InquisitionEvents.*

Bottom Line: You don't need a CvEventManager.py file, when ever you have a CvCustomEventManager.py file.

Orion Veteran :cool:
 
Import each of the respective functions into the InquisitionEvents.py file. Again, be make sure that you do not duplicate any of the existing functions already in the InquisitionEvents.py file. If you find the same modified function in both files, you will have to merge the code for that one function in the InquisitionEvents.py file.

Lastly, make sure that when you call these functions from other files, you must add: Import InquisitionEvents and refer to each of the functions with InquisitionEvents.*

Bottom Line: You don't need a CvEventManager.py file, when ever you have a CvCustomEventManager.py file.

Orion Veteran :cool:


OK i am 9_.9% sure i got it right but now i get this error??

Traceback (most recent call last):

File "CvScreensInterface", line 703, in forceScreenUpdate

File "CvMainInterface", line 929, in updateScreen

AttributeError: 'CvCustomEventManager' object has no attribute 'lPlagueCities'
ERR: Python function forceScreenUpdate failed, module CvScreensInterface

Also i was wondering, (and i dont mean to be a SmartA_s or a DumbA_s, just for info is all, ok. Why must this be in the InquisitionEvents.py when everyone else can put their stuff in the CvEventManager.py and make it work correctly? Its puzzling to me and its really kind of hard to remember to put stuff just in YOUR py and when people make things its always in the CvEventmanager? (Now remember i know NOTHING about python, is why i am asking). Again no offense.
 
OK i am 9_.9% sure i got it right but now i get this error??

Traceback (most recent call last):

File "CvScreensInterface", line 703, in forceScreenUpdate

File "CvMainInterface", line 929, in updateScreen

AttributeError: 'CvCustomEventManager' object has no attribute 'lPlagueCities'
ERR: Python function forceScreenUpdate failed, module CvScreensInterface

Also i was wondering, (and i dont mean to be a SmartA_s or a DumbA_s, just for info is all, ok. Why must this be in the InquisitionEvents.py when everyone else can put their stuff in the CvEventManager.py and make it work correctly? Its puzzling to me and its really kind of hard to remember to put stuff just in YOUR py and when people make things its always in the CvEventmanager? (Now remember i know NOTHING about python, is why i am asking). Again no offense.

1. Your error has to do with your GodsOfOld functions, not the Inquisitions mod.

2. You did not limit your functions to only the modified functions in the InquisitionEvents.py file. You imported all of them modified or not!

3. This is modular python, not standard python. In modular python, you only have to import those functions that you modify or change; not all functions.

4. Again, with modular python; if you have a CvGameInterfaceFile.py, then you do not need a CvGameInterface.py file.

5. Please delete all functions in the InquisitionEvents.py file that you did not modify and only register the functions that you need.

At this point: I really believe you may be trying to do too much, without adequate Python training.

Orion Veteran :cool:
 
OK i get this in the InquisitionGameUtils:

Traceback (most recent call last):

File "CvGameInterface", line 154, in cannotConstruct

Code:
def cannotConstruct(argsList):
	#CvUtil.pyPrint( "CvGameInterface.cannotConstruct" )
	[B]return gameUtils().cannotConstruct(argsList)[/B]

File "InquisitionGameUtils", line 70, in cannotConstruct

Code:
def cannotConstruct(self,argsList):
		pCity = argsList[0]
		eBuilding = argsList[1]
		bContinue = argsList[2]
		bTestVisible = argsList[3]
		bIgnoreCost = argsList[4]
		pPlayer = gc.getPlayer(pCity.getOwner())
		iPlayer = pPlayer.getID()
		[B]MyHolyOffice = str(getReligionHolyOffice(iStateReligion))[/B]

NameError: global name 'getReligionHolyOffice' is not defined
ERR: Python function cannotConstruct failed, module CvGameInterface
 
Perhaps you need to insert "self."?

Code:
MyHolyOffice = str([B]self.[/B]getReligionHolyOffice(iStateReligion))

Look in all your files for this function to see how you need to reference it. Perhaps it's defined in another module you need to import?
 
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