Ah, since it was a military camp then leave it as it is
Erechtheion
Spoiler:
Blesses a unit into superhuman unit (Build a World Wonder to make a Godly Unit, guess not too OP?)
Unit selected = highest XP unit
Passes promotion to next unit when it dies
thats simmilar to the temple of mars/ares etc in my mod, except the promotion is given to units trained in wonder city and it gives blitz... (natuonal wonder aswell )
@ Fort knox
Fort Knox is a military base. The US Bullion Desporitory is usually knows as Fort Knox. The art you have is for the US Bullion Depository, not the actual military camp, so I would change I would suggest changing it
Ideas:
1)There is a modern military camp building, you could use that art
2)Use the art above and rename it after a more famous camp, as im sure there is one that is not in the US
3)Pick another one and I could possibly provide art
I use it as fort Knox art in my mod, so hope thats not the one that tricked you, but the pedia link is for the gold one, which it says "Commonly known as Fort Knox"
1) Because Drafting does not trigger onUB but triggers onUC
2) Because this makes it compatible with wonders that spawn units automatically becuase initUnit codes trigger onUC
Thus, on second thoughts, may need to rewrite some old wonders using onUB to onUC
Works like Lotus Temple and Apolistic Palace, benefit all civs with same state religion.
Was looking around for promotion icons, and found this cool set by Rabbit White, so instead of using dull Blue and Yellow icons, decided to use this for my wonder promotions. New Model for Athena's Blessing as well
Building Artwork by Walter Hawkwood
Promotion Buttons by Rabbit White
By the way, made a CiV Himeji Castle whereby units in own lands gain combat strength promotion.
Any recommendations for the promotion name?
Was thinking of Spartan but that means I have to choose ancient Greek Wonder, and... just used the last available one for Athena's Blessing lol
1) Bug Fix:
Added onGameStart section for wonders using onGameLoad
Wonders such as World Trade Center save data but the data is not wiped when starting a new game
Wonders affected:
Bamiyan, Burj Al Arab, Gateway Arch, Knossos, Leshan, Louvre, Matsumoto, Willis, WTC
2) Uses xrange instead of range for most cases
3) Uses getCityIndexPlot instead of 2 for loops for some wonders
Machu Picchu, Great Mosque, Tsukiji, Silk Road, Zuiderzee
Art of War:
Shifted to Alphabet but Added Level 6 Unit Requirement (You can't write a book on war without having experienced war )
Gateway Arch:
Uses min/max function instead of if else statements
Ivy Mike:
Merge 2 loops into 1
Lotus Temple:
Rewrite codes simpler similar to Leshan
Louvre:
Removed Classical Wonders Benefits from Megapack and Gigapack, Standalone untouched.
This is due to the obsence number of wonders in those packs, indirectly making Louvre OP
Thirty-Six Stratagems
Spoiler:
Nothing special about the project itself, just add a promotion to new living units.
However, the promotion only lasts for 1 battle.
Can't expect enemy to be stupid enough to fall for same strategy twice
All Packs updated
@veBear bleh, need to solve one issue first before releasing CiV Himeji lol. Works well except when unit is loaded. Loaded unit doesn't trigger onUnitMove... so dumped to WIP for the time being
I believe xrange is supposed to be faster than range due to the way it is implemented, but that is only "slightly" faster even in loops more than 10,000.
The difference is pretty insignificant I think, so for simple loops like "for i in range(3)" I can't be bothered to change that.
From the guides, there are cases where range is actually better than xrange although those cases are seldom used by me:
For performance, especially when you're iterating over a large range, xrange() is usually better. However, there are still a few cases why you might prefer range():
In python 3, range() will become an iterator anyway and will be the preferred spelling (I'm not sure if xrange will still exist for compatability - probably not though). Using range() may make your code more portable going forward.
range() can actually be faster in some cases - eg. if iterating over the same sequence multiple times. xrange has to reconstruct the integer object every time, but range will have real integer objects. (It will always perform worse in terms of memory however)
xrange isn't usable in all cases where a real list is needed. For instance, it doesn't support slices, or any list methods.
You should favour range() over xrange() only when you need an actual list. For instance, when you want to modify the list returned by range(), or when you wish to slice it. For iteration or even just normal indexing, xrange() will work fine (and usually much more efficiently). There is a point where range() is a bit faster than xrange() for very small lists, but depending on your hardware and various other details, the break-even can be at a result of length 1 or 2; not something to worry about.
Thus, for small loops, I still use range.
And since the difference in performance is so insignificant even in loops > 10,000, I only made the changes in the Packs but not the standalones. Actually, the only time where a loop will go over 10,000 is when the loop is looping through ALL plots in the whole map, where map is bigger than 100x100. Thus, actually changing range to xrange won't make a difference to me
I was looking at some of your modcomps. Very good but...
...while looking at Mont St. Michel, it seems it also revives naval units, right?
If so, you have to make sure that the city where it revives is coastal, otherwise you could end up with a naval unit in a non-coastal city.
Anyway keep up the good work!
EDIT: same for Tomb of Cyrus (it is possible to attach a great general to a naval transport unit )
EDIT2: Temple of Heaven. Shouldn't there be a check for the ObsoleteTech when the city with the temple is razed? I think that the previous owner of the razed city otherwise gets a penalty on unit construction, right?
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