Platy's Peculiar Pleasant Posh Python

@Platy

Can you make a modmod where buildings cost also gold to build.
Mod could use standard hammer cost tag to count how much it will cost in gold (ex 1/10 of hammer cost)

SO building that cost 100 hammers will also cost 10 gold to build
In real world when you want to build something you always need
workforce (hammers) + resources + money to pay for workforce.

It will be very usefull to mods with a lot of gold bonuses and add some deep to building choosing routine.
 
Pretty much a one line code will do onbuildingbuilt to deduct the gold.
So nothing much to code.
Anyway, the A.I. won't understand it at all
 
AI always has lower difficulty than human player and it always collect a lot of gold.

The purpose of this mod is to force human to collect gold also. Now a lot of players have 100% science rate as soon as possible.
 
I'm sorry to bother you again. Well, after the replacing, the python exception did not pop up, but still, after the line of cultural victory, it was empty.

Platy, I think it will not be a challenge for you to make a standalone version that can work well with the main game(since I tried merging it into the main BTS game once, and it failed), not at all. So why don't you just release one.:worship:
 
@nimek
What is the point of making a new mod component, uploading to database where the only code is just 1 line.

@aloha
It does work with the main game without alterations.
It works on my side and I guess with keldath too.
The question is more about why does it not work on your side.

Anyway nowadays I don't release small parts on standalones, troublesome to maintain.
 
@nimek
What is the point of making a new mod component, uploading to database where the only code is just 1 line.

:D the point is i dont know python. Also that type of change requires UI update to make this cost visible in hover text and in city build strip of current building.
 
Hey, Platy,

I now find out where the problem is. When I merge it with BTS3.19, it is all fine:goodjob:. But when I do this with 3.17 version, I receive a half-empty screen. So if I want it to run smoothly with the 3.17, what shall I do?
 
@Nimek
Code:
gc.getPlayer(pCity.getOwner()).changeGold(- gc.getBuildingInfo(iBuildingType).getProductionCost() / 10)

Now you know why I wont bother to make.
The hover text is more complicated, but this is definitely one that I am not interested :D

@Aloha
I suspected that before, but I doubt anyone uses < 3.19 nowadays so I never bother to ask.
If you already had 3.19 why bother to ask about 3.17
 
Because I base my mod on a 3.17 dll. file, and I know nothing about how to upgrade a dll. file. I installed 2 versions of BTS on my 2 PCs.:scan:
 
Religion and Civics:
List of Leaders with Favourite R or C
For you to see how biased Firaxis is, although they claim they treat all religions "equally".
Nobody likes Judaism at all, not even 1 leader.
very interesting. thanks for bringing this to attention. shame. (im an israeli..., though im an athesit , still...).

aloha,
wait for me to get home, ill send you the python codes all togtehr, ive merged plenty of platy so far :)

the building cost gold is acctually very nice, where can to put this line youve made? it adds cost of gold 1/10 of the hammer cost?
i guess suck a mod would be more practicle on sdk.


aloha - merge you mod to 3.19, its hard long work, but a must do, youll get stuck with modding if you wont. plus you miss all the good things with the patch 3.19 and other mods.
 
Code:
	def onBuildingBuilt(self, argsList):
		'Building Completed'
		pCity, iBuildingType = argsList
		game = gc.getGame()
## Here ##
		gc.getPlayer(pCity.getOwner()).changeGold(- gc.getBuildingInfo(iBuildingType).getProductionCost() / 10)
## Done ##
		if ((not gc.getGame().isNetworkMultiPlayer()) and (pCity.getOwner() == gc.getGame().getActivePlayer()) and isWorldWonderClass(gc.getBuildingInfo(iBuildingType).getBuildingClassType())):
			# If this is a wonder...
			popupInfo = CyPopupInfo()
			popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_PYTHON_SCREEN)
			popupInfo.setData1(iBuildingType)
			popupInfo.setData2(pCity.getID())
			popupInfo.setData3(0)
			popupInfo.setText(u"showWonderMovie")
			popupInfo.addPopup(pCity.getOwner())

		CvAdvisorUtils.buildingBuiltFeats(pCity, iBuildingType)

		if (not self.__LOG_BUILDING):
			return
		CvUtil.pyPrint('%s was finished by Player %d Civilization %s' 
			%(PyInfo.BuildingInfo(iBuildingType).getDescription(), pCity.getOwner(), gc.getPlayer(pCity.getOwner()).getCivilizationDescription(0)))

CvEventManager, now you see why it is lame?
2 lines of comment and only 1 line of code :D
If you are in ancient eras, most A.I. will have little or no gold.
When they complete Oracle or Stonehenge, I think they will faint without knowing why.

@Keldath
No point sending Aloha the files.
Python files for 3.19 will not work in 3.17, simply because some python codes are not defined in 3.17 dll
 
Era Turns

Features
Displays X Turns after a Era reached rather than Game Turn
For modders who can't be bothered to do tedious calculations to adjust game years.
Added a Turn Left Counter behind since you can no longer tell whether it is reaching 2050


Just Before Classical Era

Civ4ScreenShot0000_zps883c5289.jpg


Civ4ScreenShot0001_zps2b55658e.jpg


Renaissance Era Start

Civ4ScreenShot0002_zps20e7f60c.jpg


Uses player script data
 
Starting Resources Update

Removed Latitude checks, so even crabs will spawn if your starting location is near the equator.
The goal is that all starting resources should be spawned within BFC rather than granted to the city itself as a last resort.

Reason is simple.
Granted to city itself like Hit Movies have unfair benefits as you gain the benefits directly without the need to build improvements routes etc and rivals cannot pillage them.
However, if city is conquered, bonus is lost forever.

Thus, as far as possible, spawn within BFC unless it is a fish and there is no water tile at all for instance.
 
Updates

WorldBuilder
1) Fix some issues with Diplomacy Page
2) Added +/- 100 to Specialist Page

Platypedia
1) Added No Upkeep to Upkeep List in GameInfo

Ultrapack
1) Added Resource Filter to City Screen (Nothing better to do, so did it for Nimek)
 

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@platy
I love you man. :) iI loved you since I think that you are Asian girl. (from old avatar) :D
 
Guess wrong.
I enjoy watching dramas after 1 day of work.
When I not watching drama then I bother to mod.
 
Specialist Count

Features:
1) Shows number of specialists directly, useful for big cities
2) Handles up to 3 columns

Civ4ScreenShot0000-3_zps36a6d23a.jpg


Notes:
There is one global variable, g_iMaxPerColumn which determines maximum number of specialists per column.
I set it to 3 just to show that it can handles up to 3 columns perfectly, since there are only 7 visible ones in BTS.

Includes a file for BUG 4.4, replaces all other specialist mods


OK. You have my attention. This mod has potential, as adding and subtracting numbers will use less resources on a PC than adding and subtracting graphical pictures. I imagine this has simplified the python code as well.

I have a question about free specialists: Stock BTS displayed free specialists under the rest of the specialists. How are free specialist displayed in this mod? Do you just add them to the total number for each kind of specialist?

Also: Can you show two numbers for each specialist? ...One for the current number of specialists and another for the maximum number of specialists.
 
@Orion
Bleh, should have updated that post with new info.
Specialist Count 2.0
The screenshots in 2.0 are taken directly from Ultrapack, so some of the things you see there will not be in SC standalone.
Moral of the story, just download and try 3 minutes.

There is no need to display max number of specialists, it is there by BTS when you hover over it.

The only issue is I find the red and yellow buttons for adjusting specialist rows abit comical but havent bothered to make a new button for them :D

@Cruel
Ariel Lin
 
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