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Platy's Peculiar Pleasant Posh Python

Discussion in 'Civ4 - Mod Components' started by platyping, Jun 2, 2013.

  1. platyping

    platyping Sleeping Dragon

    Joined:
    Oct 22, 2010
    Messages:
    4,626
    Location:
    Emerald Dreams
    Wonders and Projects
    Traits and Promotions

    Merged Packs
    Monstrous Magical Magnificent MegaPack (Wonders and Projects)
    Grand Gruesome Gigantic GigaPack (Wonders and Projects)
    Talented Trendy Tasty TraitPack (Traits)
    Perfect Precious Priceless PromoPack (Promotions)
    Ultimate Unique Unbelievable UltraPack (User Interface)
    Supreme Sexy Stunning ScriptPack (Player Script Data)


    Components in UltraPack

    Forgetful Modder
    Tool to check XML Tags

    Heroes Movies
    Displays Movies when World Units Built

    Hidden Promotions
    1) Partial Hidden Promotions: Unit Interface only shows Highest Grade Promotion of the same type
    2) Full Hidden Promotions: Hides All Promotions

    Platypedia
    1) Choice of arranging items instead of simply alphabetic order
    2) Flexibility to adjust Font colors and icons
    3) New pages: Traits, Limited Units, Routes

    Stabilizer
    Sets all hidden game options to default XML values for new games

    Time Keeper
    Tool to trace Time for GameSpeed

    Unique Background
    Displays civ specific background for various screens

    Unique DOM Text
    1) Displays different Dawn of Man text based on civilization or leader chosen
    2) Varies with Map chosen

    World Builder
    Advanced World Builder with New Abilites

    Components in ScriptPack

    Developing Traits
    Traits benefits enhanced gradually
    Uses Player Script Data

    Faith
    Grants Religious Benefits when a Faith level reached
    Uses Player Script Data

    Happy Golden Age
    1) Triggers Golden Age when Excess Happiness reaches a target
    2) Triggers +1 Population to All Cities when Excess Healthiness reaches a target
    Uses Player Script Data

    XML Scripts

    Equipments
    Gains Equipments based on accessibility to Resources
    Platypedia 2.16

    Reinforcement Script
    Spawns Units at Specified Location and Time stated in script

    Requirement Script
    More Requirements for Buildings and Units

    War and Peace Script by The_J

    Victory Types

    Regicide by Primax

    Defensive Victory

    Fertile Victory

    Financial Victory

    Growth Victory

    Mastery Victory by Sevo

    Wonderful Victory

    Brand New Mod Components

    Adjustable Limit
    National Unit Limit adjusted based on Map Size

    Artifacts
    Unique Promotions gained through Battles
    Platypedia 2.16
    Uses Game Script Data

    Avoid Growth
    Adds Option to Avoid Growth automatically when turning Unhappy or Unhealthy

    Brotherhood
    Shared UU with teammates and vassals

    Dynamic Promotions
    Grants Promotions after Battles

    Dark Ages
    Penalties from Global Excess Unhappiness

    Enhanced Great People
    Grants additional abilities to Great People

    Goodier Huts
    New goody hut effects

    Great Works
    Allows Great People to create Great Works
    Platypedia 2.16

    Local Warming
    More Controllable Global Warming

    Manufactured Resources
    New Resources are manufactured from Standard Ones which are used to produce Units
    Platypedia 2.16

    Migrating Great People
    Allows settled Great People to evacuate from Cities

    Morale
    Units can gain Good/Bad Morale after Combat

    Natural Wonders
    Adds Natural Wonders as Unique Features
    Platypedia 3.0

    Palace Upgrades
    Upgrades to Palace

    Pesky Barbs
    Spawns pests around cities

    Plentiful Resources
    Bonus to New Units Built with Extra Resources

    Repair Improvements
    Allows repair of improvements just like Civ V
    Uses Plot Script Data

    Resource Relocation
    Allows relocation of resources
    Uses Unit Script Data

    Seasons
    Improvement Yield changes with Seasons

    Senile Soldier
    Allows unit to reselect promotions

    Settler Promotions
    Grants Promotions to Settlers which Grant Benefits to Cities Built

    Starting Resource
    1) Each Civilization starts with a specific resource
    2) DOM and Pedia adjusted to reflect the resource

    Tech Events
    Techs / Projects trigger Events to grant various benefits

    Training Center
    Units built gained extra XP based on number of same type built

    Unique Civics
    Similar to UU and UB

    Unique Promotions
    Allows Civilization as a Pre-Req for Promotions

    Vassal War
    Allows declaration of war on Vassals directly

    War Machines
    Captures Naval, Air and Nukes stationed in Cities

    World Tech
    Set Global Limit to certain Techs

    XP Needed Cap
    Set a cap on Experience Required for Next Level

    Revised Old Mod Components

    Bad People by RogerBacon
    Platypedia 2.16

    Barbarian Civs by jdog5000

    Depletion

    Fixed Borders

    Great People Mod by Patricius

    Happy Razing by vorius

    Influence Driven War by moctezuma

    Inquisiton by bmarnz

    Lawyer by tsentom1

    Mercernaries by Lopez

    Mongol Camp by Fierabras

    Movement Limit by flug_auto

    Partisans by GIR

    Revolutions by jdog5000

    Settlers by The Navy Seal

    Swimmers

    Team Manhattan by snapple232

    Tech Conquest by Bhuric

    Tech Diffusion by jdog5000

    True Prophet by kiddunu

    Unique Great People Names by Gaius Octavius

    Notes
    If a mod component is using a specific script data, additional modifications would be necessary to merge with another mod component that uses the same script data.
    Because currently they are simply using setScriptData(XXX)
     
    raen likes this.
  2. platyping

    platyping Sleeping Dragon

    Joined:
    Oct 22, 2010
    Messages:
    4,626
    Location:
    Emerald Dreams
    Ultrapack

    General Features
    1) Platypedia
    2) Platy World Builder
    3) Platy Trackers
    4) Civ Specific Screens
    Spoiler :




    5) Transparent Panels (Optional)
    Spoiler :

    6) Allows smooth in-game Python Modding without tons of errors
    7) Cuts tons of useless loops and codes in vanilla BTS

    Dawn of Man
    Spoiler :

    1) Allows Civ/Leader Specific DOM Text

    Main Screen
    Spoiler :

    1) Brand new Scrollable Scoreboard
    2) Civ Specific Text Colors (Optional)
    3) Hidden Promotions for Units
    4) Scrollable Promotions Section
    5) Field of View
    6) Great People Bar
    7) Current Era

    Plot List Panel
    Spoiler :

    1) Fortify Bar
    2) Promotion Ready Icon

    City Screen
    Spoiler :

    1) Displays XP of Unit if Built
    2) Button Display for various stuff
    3) Brand new Specialist Section
    4) Brand new Resource Section
    5) Resource Filter
    6) Wonder Count
    7) Max Trade Routes, Total Trade Yield and Latitude Info
    8) Auto spacing of Religions and Corporations
    9) Whip Overflow Info
    10) Additional Unhappiness Timer Info

    Tech Splash
    Spoiler :


    Domestic Advisor
    Spoiler :


    Finance Advisor
    Spoiler :


    Civic Screen
    Spoiler :


    Foreign Advisor
    Spoiler :





    Military Advisor
    Spoiler :


    Tech Screen
    Spoiler :

    1) Tech Bar Auto Adjustment
    2) Shows Selected Eras
    3) Hide/Show Researched Techs

    Religion Screen
    Spoiler :


    Corporation Screen
    Spoiler :


    Victory Screen
    Spoiler :


    Info Screen
    Spoiler :





    Espionage Screen
    Spoiler :


    Movies
    Spoiler :

    1) FullScreen
    2) Era Movie read from Art Define File for easy configuration
    3) All Movies can be in bik, nif or dds regardless of whether it is Era, Wonder, Religion or Corporation
    4) Displays Pedia Text for Religions and Corporations
    5) Corporations can now display movies when founded
    6) World Units can now display movies if any
    7) Wonder Screen no longer show up if no respective movie
    8) Movie Text can be displayed with any key even for nif format
     
    raen likes this.
  3. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
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    Messages:
    6,273
    Location:
    israel
    very nicee platyping,

    your work is very awesome.

    i will use it for my mods ,

    thank you!
     
  4. Aloha

    Aloha Richard the Catheart

    Joined:
    Feb 17, 2013
    Messages:
    74
    Location:
    Kingdom of Catland
    :goodjob:Thanx for your great work!
     
  5. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
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    Gender:
    Male
    Location:
    MN
    YOU are the new "Lopez" of 2006: :hatsoff:

    And YOU shoved me to 6th place on CFC's "Top Contributors" :p Boo ;)
     
  6. platyping

    platyping Sleeping Dragon

    Joined:
    Oct 22, 2010
    Messages:
    4,626
    Location:
    Emerald Dreams
    Tech by Conquest
    Just a revised version of the old one by Orion and Bhruic

    Features
    Gains Progress Towards Tech when conquering cities.

    What's New
    1) Tech gained is randomized again similar to Bhuric version rather than always the top in the list in Orion version

    2) Tech gained only chosen from Techs you can currently research
    (No longer able to get unresearchable dummy Techs, No longer able to get advanced Techs without having pre-requisites)

    3) Added a culture check, such that you only gain techs if conquered city has less than 25% culture of your team.
    Doesn't make sense to learn new techs by re-capturing cities you just lost

    4) Does not use setHasTech python command to grant Techs
    Usage of this method DO NOT trigger onTechAcquired codes, which makes it incompatible with other mods which have codes there

    5) Revert back to Bhuric version whereby you get % progress towards the tech rather than all or nothing.
    Simplified to 10% per population. (10 and above simply means free tech)

    6) Messages are displayed to all players of the team ONLY, and there is a button display as well.

    7) Messages are no longer hard coded into python. Users can edit the messages by editing the Text Files and it will display using the correct language as well.
     
  7. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
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    6,273
    Location:
    israel
    hahahahaha! good one man!!!

    so right !


    :)
     
  8. platyping

    platyping Sleeping Dragon

    Joined:
    Oct 22, 2010
    Messages:
    4,626
    Location:
    Emerald Dreams
    Resource Relocation

    Features:
    Relocates resources to new locations.

    Tired of adjusting city locations to make full use of resources?
    Is that bloody whale too far out in an ocean tile that you cannot reach?
    Do the reverse!
    Adjust resource locations to suit your city instead.

    Step 1 (Screenshot 1)
    Pay a fee to collect a resource.
    Fee = ResearchRate of GameSpeed adjusted by Current Era.
    Standard Speed at Ancient Era = 100 Gold, Classical Era = 200 Gold
    Only Workers and WorkBoats can collect.

    Step 2 (Screenshot 2 and 3)
    Find a suitable plot.
    Cannot place resource in unsuitable locations like Pig in Snow
    Checks for Terrain, Hills, Flatlands, River, Latitude

    Step 3 (Screenshot 4)
    Place the resource
    I allow you to place resource on plots with existing ones.
    If I don't do so, you can exploit this and take it as a treasure sensor to see if there are any unrevealed ones.

    Notes
    1) No AI for this, since god knows what to tell them
    2) Currently, if the unit transporting the resource is killed, the resource is lost.
    I am thinking whether to place the resource directly on the plot (if suitable) when unit killed, but since AI cannot benefit from this mod component, I decided not to, so that you take a risk for doing it.
    3) Both collection and placement of resources only allowed in own plots, obviously.
     

    Attached Files:

  9. dacubz145

    dacubz145 Chieftain

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    Location:
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    Can replacements be placed on which resources? As this is realistic and interesting for things such as pig and corn, yet completely unrealistic for things such as whale and coal
     
  10. platyping

    platyping Sleeping Dragon

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    Location:
    Emerald Dreams
    You can only place resources in suitable plots defined by xml.
    As such, it is possible to place a pig on a tile with a corn but it is not possible to place a whale on a tile with coal.
    Since whales can only be placed in the ocean
     
  11. dacubz145

    dacubz145 Chieftain

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    I mean restrictions on which resource you can move. Like it would make the most sense if you can not, under any circumstance, move whale or coal or oil or something. It doesnt make sense to be able to move silver (you have to mine it take it out, then put it in another hill?).
     
  12. platyping

    platyping Sleeping Dragon

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    Ah true, but when was civ realistic anyway.
    What does it mean by building culture, converting hammers to culture?
    Does a city with smoking factories producing more culture than a city with galleries sound realistic?
    Siege units that cannot kill while attacking? Try that in real life and see if cannons and artillery can kill or not

    It is possible to code what you want, but that requires hard coded array or a new xml tag to separate which can be relocate
     
  13. dacubz145

    dacubz145 Chieftain

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    You can convert history into a game, but most of it makes sense. Converting hammers into culture is the game version of focussing on culture in a nations cities, instead of building an army. Factories dont have an effect on culture...and seige units make sense - if your firing a cannon ball at an army, and that is all you are using, it is going to be very difficult to hit the last 10% of the army if you already killed the first 90...youd have to have pretty good aim.

    But I mean if it is a lot of coding I wouldn't worry about it. Just personally for one of my mods I wouldn't place it in if it meant I could tell whales where to go in the ocean...just seems far fetched even compared to Civiliation

    Have you ever thought about creating a modcomp that chagnes the bg of the loading screen to the civlizaiton such as V?
     
  14. platyping

    platyping Sleeping Dragon

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    It is not a lot of coding.

    Hard coded array will work like this

    Define a list of resources that can be relocated in the python codes
    lCanRelocate = [Corn, Rice, Pig, ... , Sheep]
    Then just a minor addition to check that the resource is in that list before allowing the collection.

    Not a very good way to code because this simply means that
    1) It has to be adjusted for different mods since different mods have different resources.
    2) In super big mods like C2C, the list can be super long
    3) Everytime you add/remove a resource from your mod, you will have to adjust the list in the python.

    Gameplay wise
    1) It is not balanced, because the distribution of resources does not consider whether they can be relocated or not obviously.
    Some starting points may end up with those that can be relocated, while others may have none.
    2) Depends on how you view the relocation. Whales do migrate all the time. Just take it they move to the other plot themselves.
    Or simply, the previous site has been exhausted and you discover a new site.
    3) You will have to write a new section to educate players which are the resources that can be relocated and which cannot be.

    Thus, to keep it balanced, why should some be allowed and some not.
    Those players that get alot of those that can be relocated will be happy while the others will be pissed.

    @Loading Screen
    Means a different screen based on Civilization or Leader chosen?
     
  15. dacubz145

    dacubz145 Chieftain

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    Already isnt balanced as AI cant use it and the user can easily take advantage of it

    I beleive it is leader in V (I never play it) but per civilization would make more sense as there are to many leaders in IV.
     
  16. platyping

    platyping Sleeping Dragon

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    Which python mod component is ai balanced?
    Even famous old ones like tsentom1 wonders or inquisitors, the so called ai is simply roll a dice and build inquisitors.
    Does it consider whether the ai is at war and would be better off building war units.
    Does it consider that there may be a wonder to be built.
    Does it consider it may be running free religion?

    AI is always minimal because there are too many considerations.
    If you want to write a code to deal with every possible situation before deciding it is a good time to build inquisitors, your ai code portion is gonna be 1000 lines long.

    Razing of cities and selling off of buildings is also common in mods like c2c.
    I highly doubt there is any ai in involved.

    Thus, you suffer penalties for using this.
    A price to relocate plus a risk that the unit died halfway.

    Civ v it is both leader and civ based because each civ only has one leader
     
  17. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    This was originally added because it was something the AI did but the player could not do.

    On your relocation of resources what I have always felt was needed was a way to "harvest" a plot outside any city work radius but inside the nations borders. So that the yields fro the plot are delivered to a given city rather than moving the resource. This would be a better simulation of the real world mid Atlantic fisheries for example.
     
  18. platyping

    platyping Sleeping Dragon

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    No idea, I have never seen AI suddenly raze his own city for no reason.
    When did you see it happen before?

    As for what you mentioned, well you know, since you are also a python modder.
    What we can do, are restricted by what python can do.
    Harvesting a plot outside city radius is definitely SDK work.
     
  19. dacubz145

    dacubz145 Chieftain

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    I was simply saying the relocation one the AI doesn't use, so the unbalanced argument seemed invalid to me but not really a big deal
     
  20. platyping

    platyping Sleeping Dragon

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    Ai can never catch up with humans which is why they are given handicaps.
    This is understandable yet most mods still have python stuff like those I mentioned.

    However, if certain resources have certain benefits which others don't, then it is not balanced..
    For instance, if all religions provide 1 happiness, but Hinduism provides 2, isn't that odd?
     

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