Orions Mod Collection

Ancient Mysteries National Wonder

Get it here: http://forums.civfanatics.com/downloads.php?do=file&id=18648

Introducing the Ancient Mysteries National Wonder. The reward for building this wonder is totally unique like no other in the history of Civ4. You get to select a new leaderhead trait! This mod uses the new setHasTrait function in Python to allow the player to choose a trait from a selection list of available traits the player does not have. This capability to add or remove traits should have been available in Civ4 from the beginning. At last, we finally have it.

Special Thanks to God-Emperor and Tholal for the SDK code that makes adding a new trait possible.
 
@OrionVeteran, just to keep you up to date C2C has reused the following of your mods
  • Aviation
  • Pirates and Merchants
  • Great Doctor and Health Care
  • various wonders

I am currently working on including your Mine Warfare and I have requests to include your Immigration mod.
 
@OrionVeteran, just to keep you up to date C2C has reused the following of your mods
  • Aviation
  • Pirates and Merchants
  • Great Doctor and Health Care
  • various wonders

I am currently working on including your Mine Warfare and I have requests to include your Immigration mod.

It pleases me to know others want to use my work in their own mods. As always, my work is a gift to the Civ community.

FYI: I am working on the conversion of Mine Warfare from Python to SDK, for the purposes of restoring game performance. You might want to wait for the completion of this conversion before adding Mine Warfare to your own mod. It could be a few days or a few weeks. I just don't know how long it will take at this point.
 
I have expanded upon the Ancient Mysteries National Wonder. There will be an opportunity to produce one National Mystery per Era. At first thought, you might think, "No way" that will be way too over powered." However, the cost of these national Wonders will be the most expensive Wonder for each respective Era. Secondly, the building of these wonders are restricted to their respective ERAs. So if you fail to build the "Classical" Mysteries Wonder, then once you enter the Medieval ERA, you can't produce any of the previous ERA Mysteries. Third, The SDK allows you to have only "one" Mysteries Wonder in any one city. Thus, the time it takes to produce all of these Wonders, will cost you dearly in other areas. You could be risking your empire's defensive security, by producing the Mysteries wonder instead of building units. It boils down to another strategic choice: Do I give in to the temptation to get an additional trait or do I build up my empire? Oh BTW, the SDK for this mod works perfectly!

This Mysteries expansion will appear when I release the next version of OGI.
 
FYI: I am working on the conversion of Mine Warfare from Python to SDK, for the purposes of restoring game performance. You might want to wait for the completion of this conversion before adding Mine Warfare to your own mod. It could be a few days or a few weeks. I just don't know how long it will take at this point.

If it is SDK then I wont be able to add it. ;) I don't (wont) do SDK. There are a couple of bits of python that look a bit odd to me, you appear to loop through all the techs when it is not necessary but since I am still running a bit of a fever I could be seeing things.
 
Correct me if I am wrong, this is a National Wonder that adds a 3rd trait to the player.
However, there are only codes for building built.

Since National Wonders can be built again and again when they are destroyed, does that mean I can purposely build it in a useless city, get the benefit, gift the city away and build a 2nd time and get a 4th trait and so on till I have all traits
 
If it is SDK then I wont be able to add it. ;) I don't (wont) do SDK. There are a couple of bits of python that look a bit odd to me, you appear to loop through all the techs when it is not necessary but since I am still running a bit of a fever I could be seeing things.

Unfortunately, Mine Warfare must be migrated to the SDK, because of the big performance hit it has now in Python. I've exhausted all other alternatives. So, you will see the SDK version of Mine Warfare released in my next release of OGI. OGI will have ALL Python callbacks migrated to the SDK. Progress: All the callbacks have been migrated, except for those in Mine Warfare, which is in progress now. My SDK project currently has 17 Phases, with just a couple left to finish. The performance and reliability, thus far is fantastic.
 
Correct me if I am wrong, this is a National Wonder that adds a 3rd trait to the player. However, there are only codes for building built.

Since National Wonders can be built again and again when they are destroyed, does that mean I can purposely build it in a useless city, get the benefit, gift the city away and build a 2nd time and get a 4th trait and so on till I have all traits

That's a good point, we do not want any exploits. Please understand the National Wonder I released was just an example of how to use the new SDK command setHasTrait in Python. The expanded version will actually remove a trait every time you loose any of the 7 Mystery Wonders for whatever reason, gift, conquest or whatever. If you loose a Mystery Wonder, you loose a trait. Conquest will not give you any additional traits either, as you must construct a Mystery Wonder to obtain a new trait. Once built, the City will be anything, but useless and will have to be protected. Note: the high price for each of the 7 Mystery Wonders will make the deciscion to build one very difficult. I anticipate the average number of Mystery Wonders built by any one player will be from 2 to 4 a game. Its not impossible to get all 7, but doing so will likely make your empire ripe for conquest.
 
National Wonders are given to the liberated player when you liberate a colony.
If you don't grant the trait bonus to the new player when the National Wonder is gifted, the liberated player is deprived of getting the benefit, since he can no longer build it, since he has it

P.S.
Actually all national wonders with on Built effects are exploitable, whether python, XML or SDK.
I've seen mods with simple ones that trigger Golden Age or grant free techs for instance.
Free exploit
 
National Wonders are given to the liberated player when you liberate a colony.
If you don't grant the trait bonus to the new player when the National Wonder is gifted, the liberated player is deprived of getting the benefit, since he can no longer build it, since he has it

P.S.
Actually all national wonders with on Built effects are exploitable, whether python, XML or SDK.
I've seen mods with simple ones that trigger Golden Age or grant free techs for instance.
Free exploit

The abandon city mod, allows buildings to be sold for about 25% of their worth. Once sold, the National Wonder can be built again, if you are still in the prerequisite era.

I'm going to use the tag <bNeverCapture>1</bNeverCapture> to prevent capture of the Wonder, which actually destroys the building. ...Among other things to address some of your concerns.

A Golden Age or a Free tech might be a good thing. The hope is for balance. Its really not an exploit if you had to construct the Wonder to receive the benefit. An exploit is when you find a work around to get something for nothing or manage to obtain something you should not be able to get.

I'm going to develop a function to compare the number of player traits against the number of Mystery Wonders and add 2. This can be used to determine if the Wonder can be built or to remove a trait.
 
1) If it can be sold and built again, then doesn't this come back to the initial problem?
A player can now build, sell, rebuild to get all traits without even the need to gift the city away.
I can then build it multiple times even though I am only supposed to get 1 per era
Also, what is the chances that a liberated colony AI will sell off the national wonder and rebuild it to get the extra trait

2) Whether bNeverCapture is set to 1, or iConquestProbability set to 0, has no effect when the city is liberated. I tried it out and liberate a new colony. The national wonder is still given to the new player.

3) If I am playing slow speeds like Marathon or even slower customised ones, together with Massouleum, I will definitely purposely destroy the Golden Age National Wonder and rebuild new one. After all, GA with Massouleum in Marathon is already 36 turns. I believe the income earned there is enough to hurry the Wonder in less than 5 turns

Actually the best solution is set it as a National Project
 
1) If it can be sold and built again, then doesn't this come back to the initial problem?
A player can now build, sell, rebuild to get all traits without even the need to gift the city away.
I can then build it multiple times even though I am only supposed to get 1 per era
Also, what is the chances that a liberated colony AI will sell off the national wonder and rebuild it to get the extra trait

2) Whether bNeverCapture is set to 1, or iConquestProbability set to 0, has no effect when the city is liberated. I tried it out and liberate a new colony. The national wonder is still given to the new player.

3) If I am playing slow speeds like Marathon or even slower customised ones, together with Massouleum, I will definitely purposely destroy the Golden Age National Wonder and rebuild new one. After all, GA with Massouleum in Marathon is already 36 turns. I believe the income earned there is enough to hurry the Wonder in less than 5 turns

Actually the best solution is set it as a National Project

I respectfully disagree.

1. You cannot obtain one of the Mystery wonders by Conquest. You have to build it.

2. Anytime a city changes hands the building goes away, it's destroyed. Thus, the individual owning the trait losses it, at the time when city ownership changes hands. Without a building, the person aquiring the city will not get a trait. So liberating the city will not help you.

3. The ability to hurry production will be turned off in the XML. There will be no sacrifice of population or payment of gold to hurry these national wonders.

4. The only reason the Mysteries are national wonders are to give everyone an equal oportunity to obtain additional traits and to force each civilization to build their own Wonder to obtain a trait. A Project is an exploit for traits. Projects benefit either a team or one individual. There will be no sharing. Traits are not shared. It would be an exploit if everyone didn't have a chance to build these wonders.
 
1) You mentioned the abandon city mod allows user to sell off own buildings. Since I can sell off the Mystery Wonder myself, what is stopping me from building it, selling it and rebuilding it. What has that gotta do with conquest?

2) What I mentioned was liberating a colony will still pass the National Wonder to the new colony player, whether or not you set those XML tags to 1 or 0 has no effect, it will NOT destroy the National Wonder even though the city changes ownership. As such, the new colony player is deprived of getting the extra trait because he already has the national wonder and cannot build another.

4) Can always go through every member of the Team and grant a free Trait each for Project. It will fix all these ownership/building destroy problems
 
1) You mentioned the abandon city mod allows user to sell off own buildings. Since I can sell off the Mystery Wonder myself, what is stopping me from building it, selling it and rebuilding it. What has that gotta do with conquest?

2) What I mentioned was liberating a colony will still pass the National Wonder to the new colony player, whether or not you set those XML tags to 1 or 0 has no effect, it will NOT destroy the National Wonder even though the city changes ownership. As such, the new colony player is deprived of getting the extra trait because he already has the national wonder and cannot build another.

4) Can always go through every member of the Team and grant a free Trait each for Project. It will fix all these ownership/building destroy problems

1. Forgot to mention that if you sell off the Wonder, you loose a trait.

2. As for a new colony: The SetHasTrait function, to add a trait, will not run unless you actually build a Mystery Wonder. Thus, a check will have to be made to remove any Mystery Wonder from a colony that acquired one, instead of building one. There is an onCityAcquired function in Python, that covers this scenario.

3. As stated before, a project would end up being shared. The the goal is to prevent any sharing of traits, as each player will have to construct their own National Wonder to receive a trait.
 
Sounds cool then.
Just curious though, since there are going to be 1 MW per era in the expanded version, which trait is going to be removed when 1 is destroyed? The latest one or the one added by that particular MW?

Also, since you mentioned that MW cost is going to be super high, does AI know that he should finish building it before advancing to next era else he may have wasted 50 turns building it 90%?
 
Sounds cool then.
Just curious though, since there are going to be 1 MW per era in the expanded version, which trait is going to be removed when 1 is destroyed? The latest one or the one added by that particular MW?

Also, since you mentioned that MW cost is going to be super high, does AI know that he should finish building it before advancing to next era else he may have wasted 50 turns building it 90%?

1. The code will loop through all traits, determine which traits the player has, exclude the original traits of the Civ and delete the first trait from the remaining traits.

2. AI testing is yet to take place. You can start a Wonder in it's respective era and finish it in the next. The hard part is selecting the right city to get it started before your research takes you into the next era.
 
OK. I have completed testing of the new Mystery Wonders Mod and verified the loss of a trait when a city, with a Mystery wonder, is disbanded, captured, razed or gifted. A trait will also be removed if the Mystery Wonder itself is disband or destroyed. There is no exploit now, as you will loose a trait. The cities that do have a Mystery Wonder will need protection, as failure to protect the city will not only result in a loss of that city, but a trait as well. ...And if the Mystery Wonder was built in a non-current era, you will not get a chance to rebuild it. Suffice to say, the loss of one of these National Mystery Wonders can be devestating. Now it is time to resume work on Mine Warfare.
 
Spoiler :
Civ4ScreenShot0010-5.jpg


Did a test and failed.
Played as Pascal.
Build it, get Spiritual Trait
Liberate a colony under Washington.
Picture clearly shows AM transfered to Washington.
Yet I retain Spiritual Trait while Washington doesn't gain anything.

Results:
I can build another AM and gain another trait
Washington unable to build AM since he has AM

Test Number 2:
Spoiler :
Civ4ScreenShot0001-1.jpg

Played as China
Build it in Guangzhou, gain the trait
Declare War on Persia, which have not built the AM
Give Guangzhou to Persia to stop war
AM still in Guangzhou after the transfer

Results:
Same as Test 1,
1)Trait not removed even though I got rid of the AM.
2) Can built another AM to get another free Trait
3) Victim cannot get a free Trait because he can no longer build AM
 
Back
Top Bottom