Platyping's Python

Religious Award:
Laxminarayan Temple
Spoiler :
Civ4ScreenShot0006-4.jpg


Initially set it at 50%, but figured out quite impossible without purging religions, so set it at 40%.

I guess that leaves the military award to complete the award series :D

Artwork by Hrochland


Yeah, I can lengthen the techscreen, or simply add more techs.
But I don't feel like doing so until I got no choice :D
 
Nice ideas again :).

If not The J or roamty could probably attempt something

Besides that I think that platyping is now way more competent than me, I have to say that this is IIRC not possible (but not completely sure about it).
The single tech panels are a SDK class, so all the possible changes would have to be done there.
 
Hmm ok, now I tested it deeper. Gobekli Tepe is giving missionaries for the original religions, but not for my custom ones. I have 4 additional religions in my mod. How can I tweak this accordingly?
 
Gobeki works for all religions, whether original or custom-made.
If it does not work for yours, it is probably because the custom made missionaries do not have the religion pre-requirements set up properly in the UnitInfos.xml file.

Check the details of your new ones and compared to original ones
 
Oh ok, it was my own mistake. I figured it out now, it was about unitinfos, yeah. Sorry for accusing the wonder :P This wonder means very much to me, as I'm from Turkey myself.

Thanks for these great components. I'll use heaps of these in my modpack for sure.
 
Besides that I think that platyping is now way more competent than me.

Moderators are not supposed to lie :mischief:
You still know more than I do, I still restricted to my happy 2 files, although it expanded abit to 2 more screen files :D

@ExCx
Glad you solved your problems and enjoyed the wonder.
The static movie is "stolen" from CiV wonder modcomp though, I found the name from their wonder thread and "conveniently" save myself the trouble of finding a new pic to make the movie :D
 
Another of the Palace Series:

Changdeokgung
Spoiler :
Civ4ScreenShot0004-7.jpg


Adds Scientist to the city where the GP is born, not to the wonder city.
Great General excluded

Artwork taken from RFC Asia, not sure made from who
Movie taken from CiV mod



All packs updated
 
Thanks, that takes away the fun and trouble of trial and error :D

Gate of the Sun
Spoiler :
Civ4ScreenShot0001.jpg

Only prevents others from pillaging your farms.
You can still pillage your own farms for whatever reasons...
Enemy still get the gold from pillaging though (although this can be removed...)

Artwork by Hrochland

Notes:
Additional Codes required to be compatible with Temple at Uppsala
 
I guess that's not very good for the AI :/.
(good idea though)

CvTechChooser.py - one of the very first lines is BOX_INCREMENT_WIDTH. Increase the number to make the tech boxes longer on the tech screen.

I guess I should stop posting about stuff which I'm not 100% sure about :/.
 
Hmm yeah, I was wondering whether to
1) Give the movement point back to the pillaging unit and don't give gold for pillaging
OR
2) Give the gold and ignore the movement lost :/

1 may be better for the AI, unless unit can pillage multiple times per turn, havent tried that out, so I leave it at 2 first :D

Gods and Kings come early:
Hubble Space Telescope
Spoiler :
Civ4ScreenShot0002-1.jpg

Provides a big radius of vision which slowly moves across the globe

Rotates from left to right, down to up

Artwork by Hrochland


Added Merging Python Codes section
 
Hmm yeah, I was wondering whether to
1) Give the movement point back to the pillaging unit and don't give gold for pillaging
OR
2) Give the gold and ignore the movement lost :/

1 may be better for the AI, unless unit can pillage multiple times per turn, havent tried that out, so I leave it at 2 first :D

Gods and Kings come early:
Hubble Space Telescope
Spoiler :
Civ4ScreenShot0002-1.jpg

Provides a big radius of vision which slowly moves across the globe

Rotates from left to right, down to up

Artwork by Hrochland


Added Merging Python Codes section
For the AI, if you chose option one wouldnt i be weird for the actual human player though? I do realize it wouldnt really matter but I would think you would want to make it the cleanest as possible, and clicking on a button, having it do it and then undue it is a bit weird

I think a better solution would be say 75% chance (or whatever percent you want) that farms cant be pillaged. That way you do not need to remove the option, it is still probable, and if not then the farm is removed as normal. If it it does not gett pillaged, then just dont give gold, and keep farm. OR 75% chance to "Quicklky rebuild farm". That way when it is destroyed, the people quickly rebuild it, so that way there is a message you can post when it is not destroyed "Villagers near (city) have quickly rebuild the pillaged farm" that way there is a message

Nice job on the telescope:D
 
@ Platy, two ideas I got. first for skyscrapres think about who owns the skyscraper instead of actual building. Second gold/culture when war is declares or unit killed. So putting those ideas togethere here are some sugestions i got so you dont run out of ideas:

1) Willis Tower - Willis is a British insurance company so maybe yo ucan insure yourself, such as when someone declares war on you, you get gold, or if you loose a city or something
2)tomb of the Unknowns (most likely national wonder) - Culture bonus per unit killed, or possibly loose war weariness (1%) per infantry unit killed and maxed off at 75% or something
3)One Liberty Plaza - Housed the headquarters of NASDAQ, and many other market corporations for wall street and is very vital to wall street. Give it a simple gold bonus or something, and give it to the first person who completes Wall Street(since its a national wonder). So again no reason for tech button:D
 
1) Willis already made
2) Actually I thought of Insurance Company before.
Pays premium every turn (1 gold per military unit)
Pays death benefit when unit died(100% of unit cost)
3) Culture bonus per unit killed already done by Terracotta
4) Does it make sense for war weariness to drop as more units killed? Isn't it the other way round?
5) Out of the skyscrappers(WTC, Willis, Taipei, SWFC, ESB, Burj Khalifa) I made, 3 are US buildings, don't really feel like making another US skyscrapper anytime soon
 
Not sure why it matters if its US, although im sure its because game is so "americancentric" although the game was made in the US...but why not Petronas Towers then (Use HROCHlands art as it is much smaller size), give some oil bonus (small chance to find oil in the ocean is a new idea)

I know war weariness makes sene, but culture does not either in that case. But in theory what it is suppose to do is reduce war anger correct? (although truthfully don't make that big of a difference) Well if no units die theres no war anger to reduce, so therefore more units die, less war anger

Insurance company is a good idea, im sure there is another (non-US) skyscraper that is for an insurance copmay, if you come up with one tell me since I can do 95% of skyscrapers do to their simpleness (usually....)
 
I like diversity lol, if out of 6 skyscrappers I made, 50% are already US buildings, since there are so many skyscrappers in the world, I wouldn't want to choose another US skyscrapper, since all skyscrappers do the same job anyway => financial centers

Regarding war weariness, think of it this way:
When you are fighting a war, if more of your soldiers die, do you think your citizens hate war more or less? Thus, logically, doesn't make sense for war weariness to go down as more soldiers die right?

Don't wish to release the insurance company as yet, because I doubt the AI will adapt to it well, since they like to build huge armies, although when they start warring, the "death benefit" will recover more than the "premium" paid

Maginot Line
Spoiler :
Civ4ScreenShot0003-4.jpg


CiV Great Wall
Uses onUnitMove

Actually this is better off as a wonder, since there is artwork available.
However, stolenrays mentioned that there can only be one wonder using the Great Wall style of L_system so it ended up here
 
I see your point about the US, im just saying personally it doesnt matter to me, once its in game it really doesnt matter where its from

I agree with war weariness obviously, but what im saying is there needs to be actual war weariness to loose it (if you are fighting a war which you arent really fighting, just in war against them but not actually fighting there really isnt war weariness)

Dont see why you need the AI to addapt? If you just get money, then there really isnt change in gameplay since the idea of insurance, its on accident or someone elses fault, so there should be no change

@Maginot line good idea, but couple questions
1)Enemies mean all other players or just people in war
2)I dont really get what it means, does it mean while enemies troops are inside your border, they move 1 tiles a turn? Or when you build it, all units go back into their own borders?
 
Regarding insurance, I was thinking, you pay a small premium while they are alive (like 1 extra gold per military unit per turn), then when they die you get a huge death benefit (100% or even 200% of unit cost) which is like 100~400% of the premium since a modern unit is usually > 100 hammers.
The death benefit is simple, you just get $, so no need to consider AI.
The premium is the problem, since you are losing $ every turn

Maginot Line
1) Only those in war with your team
2) Move 1 tile per turn, although they can attack multiple times per turn if they don't move.
Like tanks can kill 2 units so long as they are stationary

Edits:
Hubble Space Telescope:
1) Fix a variable name bug
2) Gave it an engine boost. Now it rotates 4 times faster around the Earth, previously was moving 1 tile horizontally per turn

Changdeokgung:
Changed from generating free scientist when GP born to generating free specialist of same type as GP born

All Packs updated
 
You could represent that by simply giving a negative xml gold percentage in that city, since the check i think the could would be to heavy, and although the xml wouldnt be as "accurate" for the army size, it would improve gameplay a lot. Or if you stick with python, doing an on unit build might be easier, just remove a couple gold, small code, but if you have a big army and at peace, adding 1 gold each would be a killer

@maginot line, I kind of disagree with what it does. What I wanted to suggest would be onunitmove and so I thought you wouldnt want to but if your already using onunitmove, I would say if an enemy moves into your land, it takes out part of their strength, since that seems a bit more accurate. I know you have done that before but thats for around a city, this would be when entering the civs borders
 
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