Platy's Peculiar Pleasant Posh Python

Platy,
About your wonder counter:

I want to change a icon code of silver star / national wonder:

CyTranslator().getText("[ICON_SILVER_STAR]", ())

for

national = "Art\BUG\National_On.dds"
ArtFileMgr.getInterfaceArtInfo(national).getPath()

inside BUG mod

What I'm doing wrong?
Code:
sText = localText.getText("TXT_KEY_CONCEPT_BUILDINGS", ())
national = "Art\BUG\National_On.dds"
sNW = ArtFileMgr.getInterfaceArtInfo(national).getPath()
sText += " (" + str(pHeadSelectedCity.getNumNationalWonders() + pHeadSelectedCity.getNumTeamWonders()) + sNW + str(pHeadSelectedCity.getNumWorldWonders()) + CyTranslator().getText("[ICON_STAR]", ()) + ")"
screen.setLabel( "BuildingListLabel", "Background", sText, CvUtil.FONT_CENTER_JUSTIFY, 129, 295, -0.1, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
 
Icon is not a button.
They are not interchangeable.
 
World Builder
1) New Diplomacy Page
2) Own Team Members no longer show up in diplomacy page. (Nothing you can do with them anyway)
3) 2.0 released as standalone

Score Board
1) Row Height adjusted, no more partial button showing

Victory Screen
1) Own Vassals no longer count as Rivals for Conquest Victory
 
Platypedia

Codes overhaul for new pages.
Abandon "Dummy Concept" method employed in Sevopedia to link to new pages.


New code system:
1) No longer requires dummy concepts, which means users can simply use Platypedia without the need to create dummy concepts for their new traits, routes etc, for items without "Jump to Pedia Widgets"

2) Separate pedia python files for each new page.
No longer clustered in CvPediaHistory
 
Certain files cannot be added as modular anyway, like promotions and projects.
Leaders and civilizations should not be either since they will not be in alphabetical order in selection listthe rest up to you.

Never separate python files into modules
 
Not sure about loading time, but generally for a mod, I won't use them in modular form.

Pros of modules:
1) Easy to add/delete.
You don't have to search in multiple XML files for their entries and delete when you no longer need them.
If you forgot to delete one, you end up with extra data in your mod which means when there is a loop through all buildings for instance, it loops through some extra unnecessary loops, not a big deal actually, unless the extra data is in thousands...

Cons of modules:
1) Conflicts.
Certain mod components modify same XML entry, such as adding builds to workers.
Mod A may allow workers to build terraform, while mod B allow them to build solar panels.
Separated in modules, only one will work, and you won't get an error message.

2) Arrangement of items.
Leaders and Civs as I mentioned.
Modular ones get dumped to bottom of the list.

Conclusion:
Modules are for temporary stuff you have not made your mind whether to keep or not.
 
Lawyer

1) New Artwork
2) Remove chance based on number of corporations present. Harder to remove when fewer corporations around.
3) Remove Cost lowered from 100 to 50 as a result
4) Added A.I

Financial Victory
1) Added a validity check
2) Target Gold in Victory Screen now shows Best Rival Gold * 10, if it is more than the default 100,000 Gold
 

Attachments

  • Civ4ScreenShot0006.JPG
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Fertile Victory

Civ4ScreenShot0004_zpsc87e92e9.jpg


Civ4ScreenShot0003_zpsac2db976.jpg


One for the philosophers.
Might be hard for single player games, but should be easier in team games.

Note that those granted by techs are counted as well.
 
where do you come up with this ideas??
amazing.




platy,
i hit a brick wall,
im merging your wonders and projects,

the wonders are easy merge,

but projects are different.
when i merge one project, it shows ok, but then i see the the Apollo program and other space related , shows "required silk road (184747467)" this weird number and all sorts of weird info.
another thing is when i add another project - the previous added project info - is going away and im getting in its desc - "required to build ss docking, ss engine....." all the spaceship little parts. and no info on its own effects.

any ideas? it seems that the cvpediaproject.py is the problem i guess?
 
Add them manually.
Projectinfo.xml dont work well in modular mode
 
ok i will try that.

thanks.

oh and also -
when i merged natural wonders,
it would seem that its not working - when i get to the pedia -i dont see the effects of the wonders, also - i cant choose the wonders with mouse click - it jumpt to a regular feature . like fallout.


(i know i have a lot of questions... but its just that i love your work and want it in all my mods)


****
bingo - you were right - adding the projects manually worked. thanks.
 
If the natural wonders standalone does not work, let me know.
Else you probably make mistakes while merging.

Terapack has most wonders together with natural wonders and some old stuff.
Does not come with pedia though, but good enough to see how things merged
 
ye i looked at the terra pack, though i didnt look on the natural wonders merge - i will try it.

for now, i am adding wonders one by one, its fast and easy and i can pick the ones i want.

when im done, my mod will be something like - kmod+platyping work :)

say - do you get to play civ ever? with all this modding?
 
Hi, Platy,
I am obsessed by your new victory conditions screen, and I wonder if you could release a standalone version since your ultra pack is too big.:cool:
 
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