Platy's Peculiar Pleasant Posh Python

@DH
20% Chance is the chance for all units.
If he wants different chances for different units, can always define a list like this:
Code:
self.lChance = [("UNIT_DESTROYER", 20), ("UNIT_GALLEY", 50)]
using either Unit Type or Unit Class

If the unit is in the list, use the number there, else just use global 20.

Of course, if he wants to use dll to implement the same thing, up to him.
 
@Dacubz

If I am not wrong, the one used in AND and C2C will be Fixed Borders whereby the innermost ring of tiles will not flip via culture, but outer ones still will.

Of course, if you are happy to use SDK for your mod, which you are already using, then nothing much for me to do :D

Fixed Borders, although it may be doable via pure python, will probably take some trials and errors, so most likely you won't see it in the near future.

Because IIRC, only the innermost ring is fixed, culture is still useful as it still boosts defense, affects outer rings, cultural victory etc
 
:shrug: whats the point then? Why would inner borders change if they are guarded by outter ones?

Modcomp is more/less uselss to me in that situation, if you're interested in making it, I am not in any rush, but if you are interested I don't need it that bad, so no worries :D
 
Nope, outer ones still flip due to culture, but the inner ones stay fixed permanently.
If rival has enough culture to flip your inner ring, chances are your outer ring is already flipped so your inner ring is no longer protected by outer rings
 
Easiest way to implement what you want is loop through entire map and add 9999999999 culture to each owned tile when condition reached.

With that amount of culture, it is impossible for your tiles to flip.
Upon city capture, if there is still another city nearby to enforce the 9m culture, tile remains with owner.
Else, the 9m culture is useless and tile goes to new owner just like bts.

Great artist, culture etc are still useful since it affects city defense.
Culture is all removed when a civ is dead, so that is taken care as well.

Only drawback is it does not prevent spreading into unclaimed land
 
At least provide me a screenshot or error message if any :D
 
At least provide me a screenshot or error message if any :D

In Platy UI it´s works well, but when replace our file by yours, the result:

attachment.php
 

Attachments

  • spy.jpg
    spy.jpg
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Code:
self.iIncreaseButtonTenID = 557
screen.setImageButtonAt("IncreaseButtonTen%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_PLUS").getPath(), [COLOR="Red"]85[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iIncreaseButtonTenID, iPlayerID );
self.iIncreaseButtonID = 555
screen.setImageButtonAt("IncreaseButton%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_PLUS").getPath(), [COLOR="red"]100[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iIncreaseButtonID, iPlayerID );
self.iDecreaseButtonID = 556
screen.setImageButtonAt("DecreaseButton%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_MINUS").getPath(), [COLOR="red"]115[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iDecreaseButtonID, iPlayerID );
self.iDecreaseButtonTenID = 558
screen.setImageButtonAt("DecreaseButtonTen%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_MINUS").getPath(), [COLOR="red"]130[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iDecreaseButtonTenID, iPlayerID );

Numbers in Red affect X position of those buttons.
 
What do you think about the possibility of a permanent borders mod comp? ITs heavily looked for

Is it possibly via only python?

If you click my sig -- we are playing PBEM which has that modcomp in it.
 
Not sure what you mean.
There is only a 20% chance to capture, (which is adjustable) which means 80% are destroyed.

Ok, thanks. That's what I meant, it was not evident from your original modcomp description.

Another question: say me and 3 more players want to play 1939 WW2 mod with this particular modcomp of yours. How do we go about it? Do we just install your mod comp over that mod? In MP we all have to have identical files in order to play...
 
I am not sure, it simply dumps huge amount of culture to the any tile you end up controlling. You borders do expand though, but only in neutral direction. This is more about permanent borders than non-expanding culture. In 2010 Earth scenario it allows realistic US-Canadian border without New York choking Toronto, for example.

One can also claim a neutral tile with any military unit during peace time in that modcomp.
 
Code:
self.iIncreaseButtonTenID = 557
screen.setImageButtonAt("IncreaseButtonTen%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_PLUS").getPath(), [COLOR="Red"]85[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iIncreaseButtonTenID, iPlayerID );
self.iIncreaseButtonID = 555
screen.setImageButtonAt("IncreaseButton%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_PLUS").getPath(), [COLOR="red"]100[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iIncreaseButtonID, iPlayerID );
self.iDecreaseButtonID = 556
screen.setImageButtonAt("DecreaseButton%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_MINUS").getPath(), [COLOR="red"]115[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iDecreaseButtonID, iPlayerID );
self.iDecreaseButtonTenID = 558
screen.setImageButtonAt("DecreaseButtonTen%d" %(iPlayerID), attach, ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_MINUS").getPath(), [COLOR="red"]130[/COLOR], iY + 1, iSize, iSize, WidgetTypes.WIDGET_GENERAL, self.iDecreaseButtonTenID, iPlayerID );

Numbers in Red affect X position of those buttons.

I changed these values ​​by some that I know should work. It did not work. Actually this is not the only problem appeared. Note that it has only one enemy in the list, and I have contact in the game with more 4. :confused:
 
@tigranes
If your mod already has existing similar files such as cveventmanager, you will have to merge the changes rather than replace that file. And if there are already codes in same section such as oncombatresult, merging depends on whether there are any conflicts with existing codes.

@cruel
If you used the file without editing then I can look into it
But I can't possibly tell what you have edited which result in those errors.
Now you see why I like to do python editing while in the game itself.
I can do changes bit by bit and check its effects.

@Dh
Cool, is there any way I can get them without downloading 2gb of mod?
 
Updating Exercise

World Builder
Updated with Translations and various changes, see main thread

Trackers
Updated with Cultural Tracker etc

Advanced Tech Screen
Updated with GP Bulking

Heroes Movies
Added a None check so it will only attempt to play movies for World Units with respective Movie Path

Settler Promotions
1) Changed Description of Route Promotion to "City Starts with Route Network"
2) Modify codes of Route Promotion to works in all mods
3) Updated Platypedia
4) Added Text Tags for all languages

Platypedia
Removed the temporarily Tech Tree
 
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