Platyping's Python

New month new wonder:

Kamakhya Temple
Spoiler :
Civ4ScreenShot0010-4.jpg

Useful in big maps

Artwork by Hrochland
 
Eh... what you mean?
With the XML tag, you get walls for free already, whether existing or new cities, so why you need python for that.

Then since all walls are free, obviously all cities get walls, and since they have walls, they get the castles as well.

The only thing is XML only provides 1 type of free building, either wall or castle
 
Didnt know the free xml also gives it to new cities...thought it was a one time thing:lol:

It would be one or the other, so disregard first idea, so here is what I see:
1)If city has walls, add castle if not there already
2)If a city builds walls, they also get a free castle
3)Adds defensive bonus to that city

3 is just to improve it, since there are wonders that you get free buildings, this wonder wouldnt be as good since you only get the building if...
So adding defensive world work since tahts pretty accurate, but also if you want add a wall bonus (extra defence with walls or something like that) to also make the wonder good enough
 
Not possible via python to add defense, if it was possible, torre de belem wouldn't need a feature to do that :D
 
we did it for Jamie's Rome Mod :p It's a shame you can't use Asaf's custom DLL
 
Say NO to SDK here :D
Can't be bothered to use SDK for small wonders.
Only bothered to use SDK for mods lol
 
Not possible via python to add defense, if it was possible, torre de belem wouldn't need a feature to do that :D

Why via python??
Juse use this
Spoiler :
<iDefense>0</iDefense>

It will add defense to that city, no need for python. The python would come were you get a free castle when you build/have built walls. But my point is then that wonder won't be as benfitial as a wonder that gives free building no matter what, so add some defence and i think its pretty good
 
@Cybah
Thanks, just bored so do some programming :D

@dacubz145
Ah, thought you mean to all cities lol.

Anyway, I think that XML defense has a limitation. Defense will be higher of cultural defense or XML defense, so in high cultural cities, actually walls and castles do nothing except for the bombarbment reduction.
 
But keep in mind the defense is only versus non-gunpowder units correct? So before gunpowder, culture is never that high anyway so not that important anyway

Ever consider doing a wonder that gives you an enemy city? Maybe either a roman or a german one? Maybe a project the resembles how germany got its German land back before WW2 after the treaty of versailes, basically a one time thing. The city in the world with the highest percent of your culture you get(have to do checks to make sure isnt capital etc)
 
Itsukushima Shrine provides a chance to get cities where you have > 50% culture back.

To make a one time effect of that can be done, just that some restrictions have to be set such that players who don't have cities lost should not build the wonder. Since, they get nothing out of it
 
theres still a chance they have part of a city they never owned simply via culture, maybe have it 1 city, and if there is no city, then give them three plots that they have highest %

BTW most of the ideas im giving you (agra and this also others) Im not exactly looking for, no real interest in putting it in any of my mods, just feel like supplying my ideas to you since im sure they are harder to come by lately
 
No worry, just getting lazy lol

Still got some out there, just lazy to type the codes yet
Your Grand Terminal Center is one of them.
Idea is more or less set, just er... lazy :D
 
Imports tsentom1's Trafalgar Square
Thus, gave my Trafalgar Square's ability to new wonder, Bell Rock Lighthouse

Bell Rock Lighthouse
Spoiler :
Civ4ScreenShot0003-6.jpg

Artwork by dacubz145


Trafalgar Square
Spoiler :
Civ4ScreenShot0002-11.jpg

Basically, this is slavery mod for naval units.
Grants it to all naval units instead of just privateers.
Since this is imported work, added to Gigapack but not Megapack

Extra codes needed to be compatible with Magellan's Voyage

Artwork by asioasioasio


Version 2.1
Quick fix to Team Research Bug for onTechAcquired codes for various wonders
Basically when a team member researches a tech, although you get the tech as well, onTA codes are not triggered resulting in wrong results for wonders using onTA codes

Wonders affected:
Cheomseongdae, Nazca Lines, Pha That Luang, Porcelain Tower, Temple of Heaven, The Pantheon, Library of Ashurbanipal

All Packs updated
 
For Library of Ashurbanipal you should use:

PHP:
pPlayerX.chooseTech(TechInfo.getFirstFreeTechs(),'',True)

for human players instead of a random tech.
 
Thanks, updated LoA for human players. AI still use random tech codes.

Lazy to upload Gigapack and Megapack with this change now though :D

Edit:
Updated all previous screenshots (They were all pointing to wrong wonders :D)
 
Fort Knox
Spoiler :
Civ4ScreenShot0004-8.jpg

National Wonder

Gains XP based on highest lvl unit garrisoned in city.
LVL 3 => 1 XP
Additional level => 1 additional xp

Can only learn from same domain mentor.
You don't expect a navy admiral to teach an aircraft pilot how to fly

Artwork by JustATourist
 
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