Orion's Inquisition Mod

Thanks Orion Veteran. I'm using your mod too, and I want to keep inquisitors restricted. I can't see an obvious way to add a second unit here, how would I do this?

There is old version of the Police Mod that is still available for download. That mod has good examples for new units added to the game. http://forums.civfanatics.com/showthread.php?t=259954

As for limiting the Civic, try this line:

Code:
if (pPlayer.getCivics(gc.getInfoTypeForString("CIVICOPTION_LABOR")) == gc.getInfoTypeForString("CIVIC_EMANCIPATION")):


Orion Veteran :cool:
 
Dunno if this issue is already known but all AI will first choose judaism no matter which favorite religion they have (with option: pick religion).

edit: sorry, did not read all older posts. :D
 
Thanks Orion Veteran. I'm using your mod too, and I want to keep inquisitors restricted. I can't see an obvious way to add a second unit here, how would I do this?
I have civic restricted Inquisitors in Rise of Mankind - made with the help of zCivics python component but it can be achieved without it as I've made some civics change unit costs if certain civic is active, the same python could be used to see if player has specific civic active and then allow him to build Inquisitors and vice versa.
 
Release of Version 201

1. Added new Shrine function

2. Finished a major Python Code Cleanup (Whew! This was a lot of work)

3. 90% of all the inquisition functions are now in the file called Inquisition.py

4. Documentation: Improved the identification of python code changes needed for modders. It's much easier to merge the remaining changes.

5. Result: The python work to combine Orion's Inquisition mod with other mods is dramatically reduced.

Have Fun!

Orion Veteran :cool:
 
Excellent effort OrionVet and appreciate the hard work! You are correct that the Inquisitions code was all over the place and needed tidying up. Have you considered converting Inquisitions over into WoC format? This way Inquisitions can simply be dropped into the modules folder. RevDCM will soon go WoC and there is already a WoCLite DLL and of course the original WoC project itself. There is no hurry to do it but just something to think about.

WocLite:
http://forums.civfanatics.com/showthread.php?t=317432&page=1

RevDCMWoC Prototype:
http://forums.civfanatics.com/downloads.php?do=file&id=12269

Cheers.
 
Have you considered converting Inquisitions over into WoC format? This way Inquisitions can simply be dropped into the modules folder. RevDCM will soon go WoC and there is already a WoCLite DLL and of course the original WoC project itself.

WoC has always been an interesting concept, so I thought I would give it a try. I wanted to convert something relatively easy, so I converted the Strategic Grain Reserve National Wonder into WoC format. To my surprise, I actually got it to work with the full version of WoC. However, I was not impressed with the initial load up of WoC. I have a 3.3 Mhz, 4GB RAM, 10,000 RPM Raptor Drive, super fast PC, and it still took nearly 2 minutes to load! I'm sorry but that is just unacceptable.

Next, I tried WOC Lite, which failed to load at all. I figured out that it was missing the res/fonts folder. Once I installed that folder, WoC Lite roared to life and loaded very fast. But the same Wonder, the Strategic Grain Reserve, which worked with the full version of WoC failed to work with WoC lite. I made several attempts to get it to work, but no luck. Again unacceptable.

Bottom Line: I will wait until the problems in WoC and WoC Lite are worked out before converting Orion's Inquisition Mod to WoC format.

Sincerely,

Orion Veteran :cool:
 
The schema files are different on the WoC Lite builds. I have different schema in each based on the dll it is using. I placed copies of each schema in the corresponding xml folders to be used for the build it is. I am sorry for confusion. If there is one build commonly used build this confusion will be gone. Sorry for not really documenting it better which I should have be done.
 
Hi Orion

I have found something strange in 201. Don't know if it's intentional, but I don't think so. In GlobalDefinesAlt.xml you have this variable: OC_INQISITOR_CAN_REMOVE_HOLY_CITY. Notice that INQISITOR is misspelled. In the python files, there is one reference to OC_INQISITOR_CAN_REMOVE_HOLY_CITY and several references to OC_INQUISITOR_CAN_REMOVE_HOLY_CITY. I have tried merging 201 as is, and got errors on this account, about a missing variable or something. Correcting the typo seems to have fixed those errors.

Thanks for the new version, by the way! :goodjob:
 
Alright, I'm testing the purging of holy cities. In my most recent test, the respawning holy city was in Amsterdam, and the Netherlands were under Free Religion. Nothing wrong with that, I suppose, but it seems a little counterintuitive. :)

Another fix I had to do: In Inquisition.py I changed line 753 from:
Code:
self.doHolyCitySeekAndDestroy( pUnit, pCity )
to
Code:
Inquisition.doHolyCitySeekAndDestroy( pUnit, pCity )

This was also from an error in the PythonErr log (self wasn't defined or something). I saw that you'd made other changes from self to Inquisition, so I tried that and it works.
 
Hi Orion

I have found something strange in 201. Don't know if it's intentional, but I don't think so. In GlobalDefinesAlt.xml you have this variable: OC_INQISITOR_CAN_REMOVE_HOLY_CITY. Notice that INQISITOR is misspelled. In the python files, there is one reference to OC_INQISITOR_CAN_REMOVE_HOLY_CITY and several references to OC_INQUISITOR_CAN_REMOVE_HOLY_CITY. I have tried merging 201 as is, and got errors on this account, about a missing variable or something. Correcting the typo seems to have fixed those errors.

Thanks for the new version, by the way! :goodjob:

Not intentional, just a typo. :hammer2:

Thanks for pointing this out. Version 201A will include this fix.

Orion Veteran :cool:
 
Alright, I'm testing the purging of holy cities. In my most recent test, the respawning holy city was in Amsterdam, and the Netherlands were under Free Religion. Nothing wrong with that, I suppose, but it seems a little counterintuitive. :)

Another fix I had to do: In Inquisition.py I changed line 753 from:
Code:
self.doHolyCitySeekAndDestroy( pUnit, pCity )
to
Code:
Inquisition.doHolyCitySeekAndDestroy( pUnit, pCity )

This was also from an error in the PythonErr log (self wasn't defined or something). I saw that you'd made other changes from self to Inquisition, so I tried that and it works.

The "self" command should have worked. I did not run across this error during testing. Fascinating! I will run some more in depth confirmation tests to see why "self" did not work.

This update was a huge undertaking to move most of the python functions into one file. For modders, it was a big improvement.

Orion Veteran :cool:
 
Yeah, it's much easier to deal with merging in the new format. And please, feed back on your confirmation tests. I'm not entirely certain of the conditions that triggered that error, as I found it in an AIAutoplay game. So I edited the line, and made a trial to remove a holy city by Inquisition. Using 'Inquisition' in the line made everything work - I didn't try and recreate the error to get confirmation.
 
Another fix I had to do: In Inquisition.py I changed line 753 from:
Code:
self.doHolyCitySeekAndDestroy( pUnit, pCity )
to
Code:
Inquisition.doHolyCitySeekAndDestroy( pUnit, pCity )

This was also from an error in the PythonErr log (self wasn't defined or something). I saw that you'd made other changes from self to Inquisition, so I tried that and it works.

...but then again, it doesn't really work. I now got this error again:
Code:
Traceback (most recent call last):

  File "CvGameInterface", line 185, in AI_unitUpdate

  File "CvGameUtils", line 323, in AI_unitUpdate

  File "Inquisition", line 753, in doInquisitorCore_AI

NameError: global name 'Inquisition' is not defined
ERR: Python function AI_unitUpdate failed, module CvGameInterface

I will try and change it back to "self". This error above was the exact same one I got before I changed it to read "Inquisition".
 
Here's another one, I just got and have never seen before:

Code:
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "BugEventManager", line 298, in handleEvent

  File "BugEventManager", line 303, in _dispatchEvent

  File "BugEventManager", line 315, in _handleDefaultEvent

  File "CvEventManager", line 488, in onBeginPlayerTurn

  File "Inquisition", line 570, in CvGetReligionTemple

UnboundLocalError: local variable 'iTemple' referenced before assignment
ERR: Python function onEvent failed, module CvEventInterface
 
I've played and enjoyed your Inquisition mod and I must say that spamming Inquisitors is great fun! (It's slightly less fun in RoM, where you have to be Intolerant, but still!) :D

Could the next version come with a few (or all) of the BUG perks, such as the Great Leader progress bar and the relationship scoreboards symbols? I'm still a complete novice at this modding lark, so I wouldn't know where to begin!
 
I've played and enjoyed your Inquisition mod and I must say that spamming Inquisitors is great fun! (It's slightly less fun in RoM, where you have to be Intolerant, but still!) :D

Inquisitors perform the complimentary opposite role of the Missionary. It is fun attempting to achieve religious unity on the way towards a religious victory and I might add, very addictive. :agree:

Could the next version come with a few (or all) of the BUG perks, such as the Great Leader progress bar and the relationship scoreboards symbols? I'm still a complete novice at this modding lark, so I wouldn't know where to begin!

In time yes. After fixing the above bugs and making a few more minor code improvements, I will turn my attention back to finishing my RevDCM version, which adds the inquisition mod and a new religion (Shinto) in WoC format. WoC has some issues, but early tests in that project look good.

Respectfully,

Orion Veteran :cool:
 
Orion, can you give us the reasons why some cities are immune to inquisitors, even if they're not in Free Religion? I had an issue where one civilisation's cities seemed immune to influence, even when they weren't in Free Religion. I don't think it's a hostile theocracy, because I used spies to influence their religion to a theocracy and my inquisitors could then work :)

The Revolutions mod is the one that adds influence-driven war? That one is very appropriate for the Inquisition mod! :goodjob:
 
Orion, can you give us the reasons why some cities are immune to inquisitors, even if they're not in Free Religion? I had an issue where one civilisation's cities seemed immune to influence, even when they weren't in Free Religion. I don't think it's a hostile theocracy, because I used spies to influence their religion to a theocracy and my inquisitors could then work :)

The Revolutions mod is the one that adds influence-driven war? That one is very appropriate for the Inquisition mod! :goodjob:

1. To build an inquisitor: You must have researched Theology, have a state religion and have produced a “Holy Office” building in at least one city. You must also have either the Theocracy or the Organized religion civic.


2. To use an inquisitor in a city: You must have your state religion previously established in a city and there must be at least one non-state religion established in the same city.

3. To use an inquisitor in a foreign city: The foreign civilization must have the same state religion as you, the foreign civilization must have an open borders agreement with you and the foreign city must also meet the requirements of prerequisite 2 above.

Orion Veteran :cool:
 
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