Platy's Peculiar Pleasant Posh Python

For Cahokia Mounds I thought of something older:
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Using icons can still alter the size via fontsize but there are restrictions because it is just 1 to 4, so you can't have anything inbetween or bigger than 4.
It does have its merits that it can be added into a string easier.
But you are required to alter the font file and codes have to be hard coded because you need to know the exact position of the icon in the font file.
When you have to edit font file, it becomes tedious when you are merging into a mod with another font file, because you either have to shift all the corresponding new resources or edit the python codes of the attitude icons.
:agree:

:lol:To save Platy the effort - it's not large enough, once it gets stretched out it will look bad

Yeah I know, this is just concept art. :lol:

Others sizes:
http://fhs1973.files.wordpress.com/2013/01/cahokia-2.jpg

http://www.chadtylerdesign.com/wp-content/gallery/cahokia/hhoh_cahokiapainting.jpg

https://eee.uci.edu/clients/tcthorne/Socec15/etowah.jpg
 
Well, personally I still prefer the green one as it looks more fertile :D
Also the yellowish one doesn't look good when in high resolution as you can see all the dots or pixels or whatever you call that.

So what exactly is Carthage or Celts famous for :D
Zulu most likely I will just take a picture of some Impis..
 
Well, that is not something I can use as a background :D
 
New Surplus Screen

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New Display, no more Circles, my favourite Table Style.

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If your mod has too many resources, you get a scrollbar!
(I purposely cut the number of columns just to display)
 
A celtic tribe of some sort built stonehenge.

Carthage was an off shoot of Phoenician traders. Mainly known as a maritime trading power prior to Rome. Maybe an ancient trireme/galley as a background.
 
Celtic Druids at the Stonehenge
 

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A celtic tribe of some sort built stonehenge

Actually, Stonehenge predates the arrival of the Celts in Britain by several millennia. They certainly made use of it though.
 
Thread Rental Fee:
$5 per hour

:lol: I've been gouged worse than that. Check is in the mail.

Can I pick your brain about modding civ 4? I like to get back in to programming. I have not pursued it since high school. 1st college, then wife, then kids have taken up most of my time. I am starting to get regular me time back though. I figure I like civ and I enjoyed programming so why not?

. I've recently learned the basics of python and feel comfortable using it. I have read most guides regarding python here.

Anything else I should read up on before diving in?

Any advice to get started?

Any easy modifications I should attempt 1st.?

What is your process for modding?
 
API is your good friend, although it isn't complete and there are minor errors in some of them.
But overall, it is good enough, and those wrong ones are seldom used.

Depends on what you like to mod.
For instance, creating things with new abilities like wonders, traits, promotions, civics etc
Or some screens just look terrible to you, then go ahead and play around with U.I. codes.

Generally, if you have never modded python in civ iv before, the easiest way is to take an existing "simple" work and study how to modify it.

For instance, if there is a wonder that grants +1 XP to all new units for every Great Specialist in the city, learn how to
1) Grant 2 XP instead
2) Grant to specific units instead of all units, such as only melee units
3) Grant only for Great Priest

blah blah blah
 
Cannot (easily) be merged with any mod that uses the ScriptData functions, but not the SdToolKit (or SdToolKitAdvanced). This includes most of Firaxis own scenarios.

Even if doable, it is not something fun.
All those data are most likely stored and updated in the unit script data, because there is no python function to retrieve most of them.

In other words, for every single thing that this unit is doing, like fighting a battle, the unit script data is updated for those.

Conclusion:
1) Waste of time to update for every single thing = Poor Performance
2) Makes your mod harder to merge with another mod using script data
 
Ok, this component then it would be better if it was all redone in SDK...

Another component:

Stop Unhealthiness & unhappiness:
originally made by Jean Elcard and adjusted by Affortress

The real name of this component is avoid Unhealthiness & unhappiness but the function is do not let the city grow with the growth there unhealthiness or/and unhappiness.

PS: I don't found the standalone link but is present mods like Romand.
 
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