So I should use the python files of the Megapack since I´m using about 80?
Can I just download the Megapack, delete the Wonders which I don´t want out of the CvEventmanager and CvGameUtils an merge them into my CvEventManager and CvGameUtils? The python codes of the additional wonders of the Gigapack are already in the files of the Megapack since you write:
4) Copy the whole Megapack folder in Megapack/Assets/Modules folder
Do NOT copy the python files or PythonCallBack File
Edits: Panama Canal updated
Golden Gate Bridge updated
Nuclear Non-Proliferation Treaty updated
Treaty of Versailles updated
Added to list of changes for Version 3.1
Movie Pack, Megapack, Gigapack updated
@Alrik
Well, you are an odd one since 80 is neither here nor there.
Regarding Gigapack, you are supposed to copy the Megapack module INTO Gigapack mod, so when you load Gigapack mod, there are 2 module folders (Gigapack and Megapack) then Gigapack will work correctly.
I said DO NOT copy the python files FROM Megapack INTO Gigapack because Gigapack already has the more updated python files.
As for you, since you are using 80... it will depend on your python merging skills.
I did mention before that merging python codes from 2 files is simply copy and paste from one to the other.
But looking at the mistake you made with Azadi Tower... Then deletion from Gigapack rather than merging yourself might be a wiser choice... although you will have to delete 100 + wonder codes since there are 200+ in Gigapack
After all, I also mentioned before sometimes it is not simply copy and paste when 2 codes interfere with each other. Torre de Belem and Great Bath is one example
that´s because of my friends. They want these wonders but not the other ones.
I´ll take a shot in deleting the wonders they didn´t want and hope my small skills will be enough for that way. The interferring codes of different wonders are working well in the gigapack files I believe. Correct?
Thank you for your patience with me and my misreadings.
Gigapack and Megapack started off meant as tutorial/study guides for modders with low python knowledge for them to compare whether they have merged 2 or more of my works together correctly. Also, deletion is simpler than addition I believe, unless you are talking about merging of 2 wonders compared to deletion of 198 wonder codes from Gigapack just to get the codes of that 2 wonders merged together...
As more and more works were developed, some works started to interfere with each other, so you actually see that codes for certain works in the packs actually contain more codes than in the standalones, some even with reference to specific wonders/projects.
Examples: Torre de Belem and Great Bath both add one new feature to the City Plot under certain conditions.
As we all know, there can only be one feature per plot.
Simple copy and paste will work with no python bugs, just that they will end up replacing each other, so the logic is wrong.
Gateway of the Sun prevents others from pillaging Farms.
Temple At Uppsala pillages improvements on adjacent plots beside the main plot.
Extra codes added to make sure Temple At Uppsala does not pillage Farms which are protected by Gateway of the Sun.
Besides more codes for certain works, order of codes is actually important for some interfering works otherwise the logic is wrong.
Example: Serpent Mound places all new Cities on Hills.
Mesa Verde adds food yield to all Cities that are placed on Hills.
Serpent Mound's codes have to be placed before Mesa Verde's codes or the logic is wrong.
If you place it the other way round, no food yield is added to new cities that are not placed on hills. But then Serpent Mound codes will be activated and then these cities become placed on Hills, yet they don't get Mesa Verde's bonus.
Some of these interfering logic may not be obvious to modders, as they may not have thought of that since certain big mods out there, different people are doing different stuff. So modder A may like wonder X and add it to the mod, then modder B drops by and pick up wonder Y and add it to the same mod without noticing wonder X actually interferes with wonder Y.
Thus, the important files are basically the 2 main python files in Gigapack.
The XML files are pretty much added to make Giga/Mega Packs runnable mods by themselves.
Also make testing easier for me, since I can test 100 of them at the same time.
Thus, Giga/Mega Packs are still working mods by themselves (you can play them literally), but of course I will not guarantee the performance of late game big maps, since 200+ python works in 1 game... er...
Been a long time since I did National Wonder, so something simple.
You know... Insurance, doubt I need to explain what it is about.
So when a new unit is built, you pay the premium to buy the insurance policy.
When it died, you get the payout
Not sure why the Civ Corp Icon appears above the building in Civilopedia, but does not appear in the map. Actually, I rather don't have the Icon
Artwork by Hrochland
Treaty of Versailles Remake Old: Peace Treaty for 10 turns for All Players
Player that built it, gets 100 gold for each player at war, 50 for each player at peace.
New:
Spoiler:
Peace Treaty still applied.
However, now it is those players that are at war that gets the Gold, as well as a boost in population.
You know, after war, you are the one that needs funds to rebuild your nation.
So, makes more sense.
Ultra Remake Old: +100 Espionage Points against Each Rival per turn during War
Chance to destroy Random Security Bureac per turn as well.
New:
Spoiler:
Now codes are only activated on War Declaration, rather than every turn.
Half the Security Bureaucs are destroyed immediately, and you get the espionage boost based on how many are destroyed.
Much better than the old one which was quite boring to me.
Utopia
Replace usage of integer "2" with gc.getInfoTypeForString("ATTITUDE_CAUTIOUS")
There will be more remakes, either because old effects look boring to me, or for performance improvements like reducing turn checks, less callbacks, or effects are too similar to another work.
Bolshoi and Porcelain Tower are basically the same, one adds culture to Theatres, the other adds culture and happiness to Temples.
Montreal Biodome Remake Old: Spawns a random Animal Unit every 8 turns.
Animals gets higher strength and more promotions as era advances. New:
Spoiler:
Basically, this is National Park's effects applied to all cities, to Camps.
The old effects are basically direct rip off from tsentom1's Crusade Wonder, which spawns free Crusader units every X turns, with just some modifications to add experience, spawn random animal, add promotions etc.
Also, animal units in BTS are not allowed to move in cultural borders, making them stationary units purely for defense and cosmetics.
The new effects got rid of checks done every turn, and well, it is sort of a new effect not found in previous works.
Montreal Biodome has been upgraded to World Wonder due to its new effects.
Too good to be true for a National Wonder.
Great Mosque of Djenne Remake Old: Adds Commerce to Desert plots in your empire when built
-50% Cathedral Cost
Requires getBuildingCost callback and cannotConstruct callback New:
Spoiler:
Similar to Machu Picchu, I never like the old effects of adding commerce to desert plots when built, because new desert plots that are gained/lost are not affected.
Anyway, 2 callbacks are required for this wonder, so time to do a remake.
The new effect is basically something similar to its CiV effects where a Missionary can spread religion 3 times instead of 1.
Thus, I simplify it and just let it keep spreading till failure.
No longer requires any callbacks.
Since this no longer has anything to do with tsentom1's original idea, time to shift it to Python Wonders VI
Megapack and Gigapack updated
There are a few more that I wanna remake, but just have not thought of what to do with them yet.
Compass Rose, for obvious reasons
Great Firewall and Arg-e Bam, both are using unitCannotMoveInto callback. 1 Walls of Babylon is enough...
Porcelain Tower, too similar to Bolshoi
P.S.
@The_J
Python Wonders V used up again
Need 1 more post below it
Thanks, slowed down quite alot already
No more 1 wonder per day for quite awhile, now more or less refining what had been made so they won't require new posts
Trying to make them more playable for Alrik since he is testing 80+ of them for me in a sense with his friends
So I may get some feedback whether there are actually bugs that escape my eyes or balance issues
Compass Rose Remake Old: Double Movement for Naval Units on Coasts. New:
Spoiler:
Yeah, biggest villian slain
Old effects too boring but requires intensive checks done onUnitMove.
Since this wonder is about exploring, you get benefits for exploring the ocean and meeting new players
Since you are supposed to explore the ocean, no benefits for meeting people on the same land as you.
Requires at least 4 teams since this is boring when there are only you and me...
Oriental Crown Remake Old: +20% Culture instantly when Built New:
Spoiler:
This remake has nothing to do with efficiency and performance.
It is just that the old effects are... abit dull.
Gave back Theatre of Dionysus's old effects.
Instantly upgrades the culture level to the higher one.
If built in legendary city, since there won't be an upgrade, you get free GAs instead.
Since this is a late game wonder, this time round, I don't add a limit to it, if built in influential, instant upgrade to legendary.
Shifted back from tsentom1's to Python Wonders VI
Great Firewall Remake Old: Rival Spies cannot enter your cities New:
Spoiler:
Kill them off immediately when they are built
Don't even give them a chance to enter your lands.
The old codes require cannotMoveInto callback, which is quite tedious, so remake lalalalala
It is still trying to do what CiV's version is trying to do, making rival spies less effective.
I was thinking of making it more complicated like higher chance if at war, but guess simple is enough.
Bell Rock Lighthouse Remake Old: Units use only 1 Movement Point to Disembark (Unload from Naval Transport to Land) New:
Spoiler:
Although the old effect is pretty refreshing one, since it is using onUnitMove, there it goes
The new one simply allows all coastal cities to detect subs on adjacent plots.
Not very useful since most subs will nuke you from few tiles far, but still serves some purpose.
Columbus' Discoveries
1) Cut the codes even further using canHaveFeature() check.
Now it checks all XML tags with just 1 line
2) Removed % chance to spawn Natural Wonders. Let them all spawn happily
3) Added Victoria Falls, total of 9 NWs now
4) Rewrote message code, now message displayed so long as it is somewhere within your empire
5) No more free Scientist, too many wonders giving free specialists
Cuts short codes further, now simply build and forget style
6) Increases random plot yield more to make up for loss of scientist.
Old: 0 to 4 each
New: 1 to 6 each
7) Removed Max Era codes, let them have fun even in future starts
Maginot Line Remake Old: Enemy Units can only move 1 tile per turn in your lands New:
Spoiler:
Can't think of what to do with this, so transfer Shock and Awe's effects over to this, but apply it to land units only.
After all, Maginot Line is about stopping German Forces, stalling for time to raise forces.
Thus, I guess this effect fits it to the bill
Since Shock and Awe's effects transferred over, this means Shock and Awe gonna gets a new effect
Got rid of all onUnitMove works finally
Shock and Awe Remake Old: Stuns All Rival Units for 1 turn when War Declared New:
Spoiler:
Nothing wrong with this project, but since I transferred its power to Maginot, have to give it a new one.
Shock and Awe is about surprise attack, whacking enemies fast before they can react.
Thus, gave it this new effects, allows you to move fast and whack them
Tumen Amugulang
Removed max movement cap
Increased benefits to 2 Movement
Effects now: +2 Movement to All Mounted Units when cities razed
At this stage, remakes are more or less done, with just a few more to go.
Got rid of all onUnitMove works already
Porcelain Tower Remake Old: Doubles Temples' Effects in All Cities New:
Spoiler:
The old effects pretty much => +1 Happiness and +1 Culture to temples
Which is similar to what Bolshoi is doing => +2 Culture to Theatres
Naturally, the one that is more complicated gets the cut
Anyway, Porcelain may be too OP since 7 temples = 7 extra happiness, we don't need a wonder that adds that many happiness...
The new effects simply plant a temple when religion spread in your cities, whether naturally or by missionary.
Of course the temple built is of the religion spread.
Now no more codes in buildingbuilt, cityacquired, cityrazed blah blah blah.
Consider it as performance improved as well
Arg-e Bam Remake Old: Enemies cannot Enter Forts New:
Spoiler:
Got rid of it since it is using cannotMoveInto callback.
New one simply adds experience boost to units when they win a combat while stationed in cities or forts.
Last villian slain
Enslaver Trait
Added a check to ensure you don't enslave units when pWinner is in water.
Means when you are loaded in naval transport, if you enslave, the worker is gonna drown
Trait Pack updated
Last to go will probably be Federal Reserves which is pretty boring and that's about it.
Since I am more or less done with my remake revolutions, time to get back to business and make new stuff
Ishtar Gate
Spoiler:
Running out of Ancient Wonders artwork, so loot this one out from tsentom1's works.
Part of the settled Great People series, this one is for Great Spy.
Every time a spy is built in cities with GSpy, Espionage is added to all teams met.
Ancient = 0
Classical = 10
Medieval = 20
and so on
Once again, let me know if values too high/low
I think I am left with Great Scientist to complete this series.
Realised I haven't done anything for Space Victory, so here is something simple.
Functions similar to Great Firewall, whenever rivals builds a spaceship part, 50% of the time it is destroyed.
Thus, in a sense it helps you to win Space Victory faster
Don't know about more suitable name, so choose Trojan Horse
since there are is no first discovery bonus in the natural wonders mod anymore, do you have something like this in your version, the Columbus' Discoveries? A short Golden Age for example? Or would this need additional callbacks or checks which slow down the game?
Columbus functions differently from the NW mod because Natural Wonders are spawned only when Columbus is completed, whereas in NW mod, NWs are spawned at Game Start.
As such, it doesn't make sense to add discovery bonus to NWs in Columbus since they may even spawn directly in your empire lands.
Columbus increases plot yield so much that, it is more than enough without the need of additional specialist. And since plot yield is pretty much the only benefit, no codes are needed for city built as well.
To add first player bonus to NW mod, it is pretty much 1 or 2 additional loops under plotRevealed, but since Jamie is in charge of that, I leave it to him to decide what benefits he wants
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