Orion's Inquisition Mod

You and I have the same goal. I will look at BUG 4.0 tonight and let you know.

Orion Veteran :cool:

See thats where i believe your going in the wrong direction.:blush: Adding things to a great base is too much, If your going to do that like you did, adding Autoplay, Better BtS etc, it should be a separate mod, and just keep the Religion stuff by ITSELF.

Once you start adding dll's will cause people NOT to use it. If you want to add more, make a different mod just for that. Of course this is just my opinion.:(
 
There's nothing stopping you picking up the latest non-BUG, non-BAI version and using that, surely?
 
Yes, there would be a lot of Python changes involved. There are benefits to having separate Missionaries and Inquisitors. If you create or add a new religion to the game, you must create the art for the respective units and buildings for that religion, which includes the Inquisitor.

Respectfully,

Orion Veteran

So it would not be possible to simply replace every different type of Inquisitor in the dReligionData with a "GENERIC_INQUISITOR" unit or anything like that?
 
There's nothing stopping you picking up the latest non-BUG, non-BAI version and using that, surely?

Yeah but it still has a dll with some AutoPlay, etc, in it.:(

And he wont help with OLDER versions.:(:(
 
See thats where i believe your going in the wrong direction.:blush: Adding things to a great base is too much, If your going to do that like you did, adding Autoplay, Better BtS etc, it should be a separate mod, and just keep the Religion stuff by ITSELF.

Once you start adding dll's will cause people NOT to use it. If you want to add more, make a different mod just for that. Of course this is just my opinion.:(

OIM includes AIAutoplay for the sake of testing and I have published details on how to remove these additional features with very little effort on your part, so that the mod does not require a DLL. You can then merge a pristine OIM with virtually any mod out there.

Respectfully,

Orion Veteran :cool:
 
OK, but you still have that darn InquisitionEvents/InquisitionGameUtils which i cant merge with any mod? I jus wish everyone used the old way and kept everything in the old files instead of making there OWN, thats all. Again this is just my opinion.
 
So it would not be possible to simply replace every different type of Inquisitor in the dReligionData with a "GENERIC_INQUISITOR" unit or anything like that?

With major python and XML changes, it is certainly possible, but that would be like converting all of the Missionaries into one generic, all purpose Missionary. It would not be particularly easy and would take a lot of time and testing. Why not stick with the game concept of separate units for each religion? The fact that there haven't been any valid bugs reported in the latest version, begs the question: If it ain't broke, why fix it? Yet, I will always be open to any suggestions and ideas you may have.

Respectfully,

Orion Veteran :cool:
 
OK, but you still have that darn InquisitionEvents/InquisitionGameUtils which i cant merge with any mod? I jus wish everyone used the old way and kept everything in the old files instead of making there OWN, thats all. Again this is just my opinion.

With very little effort on your part, you can convert the modular python back to the non modular files. There are 7 functions you would move from the InquisitionEvents.py file back into your CvEventManager.py file. You would also convert the CvGameInterfaceFile.py back to the non modular CvGameInterface.py file.
That's it my friend. With a little bit of research to learn how these files work, you can run OIM any way you want.

Respectfully,

Orion Veteran :cool:
 
With major python and XML changes, it is certainly possible, but that would be like converting all of the Missionaries into one generic, all purpose Missionary. It would not be particularly easy and would take a lot of time and testing. Why not stick with the game concept of separate units for each religion? The fact that there haven't been any valid bugs reported in the latest version, begs the question: If it ain't broke, why fix it? Yet, I will always be open to any suggestions and ideas you may have.

Respectfully,

Orion Veteran

This is not a problem with your mod per se, but in my mod, WoL, I want the inquisitors to be available through only one building, a national wonder of some sort - we'll just call it a Theologian's Guild. Making at least seven different Theologian's Guilds for each separate religion is not a problem per se, I would just rather have one type of Theologian Guild for the recruitment of a general inquisitor.

However, as you said above, I don't think it's in anybody's best interests to shift through more python voodoo, so I think I'll just stick with having a separate Guild for each religion. Thanks for your input, anyhow, and keep up the good work!

cybrxkhan :)
 
With very little effort on your part, you can convert the modular python back to the non modular files. There are 7 functions you would move from the InquisitionEvents.py file back into your CvEventManager.py file. You would also convert the CvGameInterfaceFile.py back to the non modular CvGameInterface.py file.
That's it my friend. With a little bit of research to learn how these files work, you can run OIM any way you want.

Respectfully,

Orion Veteran :cool:

HUH, never even thought of that, Must Have been a Brain Far _ ? :blush:
 
Hi there.

Your Limited Religions component is not working correctly with "Choose Religion" enabled.

Case:

2 Players.

Player 1 techs meditation and founds any religion -> and then techs polytheism without founding anything (not possible since limited religions is enabled and he founded a religion already).

Now, while player 1 has already knowledge of polytheism, player 2 techs polytheism... and will NOT (be able to) found a religion (with "Choose Religion" enabled).

In general: With "Choose Religion" enabled, nobody can found a religion with a technology anybody else has already knowledge of.


Screenshots:

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Cybah has asked me before, so i've looked a bit in the code, and i guess, the problem is here:

PHP:
def onTechPreviouslyFounded(MyTechType):
	# Limited Religions
	pdTech = False	
	# Check to see if tech has been previously discovered
	for ePlayer in range(gc.getMAX_CIV_PLAYERS()):
		PyPlayer = gc.getPlayer(ePlayer)
		if (gc.getPlayer(ePlayer).isAlive()):
			#if ePlayer != gc.getPlayer(CyGame().getActivePlayer()).getID():
			if gc.getTeam(PyPlayer.getTeam()).isHasTech(MyTechType):
				# True if tech has been previously discovered
				pdTech = True
				break

You test, if anybody else has discovered the tech before you did it.
But like in the example: You research meditation, you get a religion. You research polytheism, and you don't get one.
The next player, who discoveres polytheism also doesn't get a religion, because you've already researched it.
 
Have a look at how RevolutionDCM implements Limited Religions and Choose Religions options. I remember coding it a while back, and the algorithm is pretty tricky to get it to work properly using only python.
Cheers.
 
well glider1, you have no game option limited religions do you? (edit: found it in the bug game option window)
 
not that easy eh? :sheep: I really want a limited religion modcomp that works.
 
Ok Cybah, easiest way is for you to write limited religions in C++ in the SDK. That is a much simpler way of doing it. The goal for us was not to do this but keep it in python. Let us know how you go.
Cheers.
 
:rolleyes: and who was telling you I could write C++? :lol:

I WOULD do it myself, if I was able to. SDK mod would be fine, I really don't need it in python.
 
not that easy eh? :sheep: I really want a limited religion modcomp that works.

I have the same desire! Please, I ask for patients, I have some real world issues that require my immediate attention. I should be able to start work on this issue sometime next week. This issue will get worked until it is resolved. You can count on it. So hang in there for just a little while longer.

Respectfully,

Orion Veteran :cool:
 
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