Platy's Peculiar Pleasant Posh Python

1. i didnt see the previous page, lol.
2. i really love you man (manly love ).
3. you even added more cool stuff to it....:)
4. glad your in a good mooooooood.
5. thanks


so you got any idea why the war event wont pop at my merge?
its a very simple merge so weird it doesnt work.
got any tips?
 
I never use customeventmanager, because it is not my style.
It is a way of separating python codes into different modules, and pray that nothing conflicts with each other.

Try merging it into any of those mods that come free with BTS using standard eventmanager first.
If it works, then try it with your heavily modified mod.
 
ok i will my friend.

i now loaded the mod without cvcustom, and stil nothing happens.

acctualy in my python - i use 85% of your work - the other are just auto ai - which i use cvcustomeventmanager to call it (if i knew how to use the regular eventmngr, i would :).

il keep trying.

thanks.
 
Step 1. Test it on its own.
If it fails, then I will bother to look into it.
Step 2. Merge into a simple mod like next war.
If it fails, chances are you did not change the path of the file to be opened
 
hey,

well ,
ive done now every way i could come up with.

1. i loaded the mod with only the 2 python files - no go
2. loaded the game without the kmods dll - used none - no go
3. loaded with only the 12 python files -no go
4. removed pythoncallback file - dunno just tried it - no go
5. changed - date turn map - no go
6. change the warring civs - no go
7. checked the path , the merge - all good - the path is now : Mods/american history/Assets/xml/CustomXML/WarNPeace.xml - no go
8. changed maps - no go

its just 4 sections to merge, nothing complicated -you know im a capable merger since i got to tons of your work and solved many issues.

now, there is no error, no python error,
only thing i cant think thats stops it - is located somewhere in the xml- but what could affect this?
since - i disabled the dll + python - theres only one conclutsion - somewhere in the xml - but what could do that?

what can i do more? if at least i had some error - but it refuses to work :)
 
Try step 2 first.
If you can't merge it into a simple bts mod, dont bother to try merging into the new mod
 
Might be the map name test.
That is the only function I left it as it is, so didn't bother to test
 
ok,

now i know two things:

1. somehow - when i load the mod by pressing twice on the map in my mod and gets directlry to the quick start - the script wont work,
but, when i go back and get in the map via custom scenario, pick the map and continue - the script works.
2. one of the pythons are conflicting - i got the ultra pack in there with ai auto play that uses cvcustomevent, ill now try to pin point which python.

there is defiantly some problem with the way the script runs.


****
as i thought all along - once i disable the loading of the cvcustomevent - and load the mod propery (see section 1 above) the script runs.
so how do i get this mod to work with that file? add some string to the custom?
 
Attacker and Defender Changes:
1) Can now specify Leaders instead of just Civilizations
2) If there are more than 1 Germany in the game, Using "CIVILIZATION_GERMANY" will trigger for all of them rather than just 1 of them.
3) "ALL" can be used instead to select all teams.
Eg:
Attacker: ALL
Defender: LEADER_ALEXANDER
Result: All Teams will be at war with Alexander.

Map Specific Changes
1) "NONE" input will now trigger for all maps. Previously, it does not trigger for scenarios.
2) Added new tag <sIgnoreMap> such that this event will trigger for all maps except this map.
If a clown inputs the same map for <sTriggerMap> and <sIgnoreMap>, Ignore holds higher priority.

Date and Turn Changes
1) iTurn now holds higher priority than iDate, rather than whichever is earlier.
This is to allow users to specify for instance, March 1980, since iDate can only specify 1980 but no idea which month.

Added a commented section in the file itself, for whoever cannot be bothered to read here.
Code:
################################### War and Peace Script ##########################################
## Started by The_J
## Modified by Platyping
##
## Change WarNPeace.loadEvents("Mods/WarNPeaceScript/Assets/XML/CustomXML/WarNPeace.xml") in CvEventManager
## to point to correct location after merging to own mods
##
## <Attacker> and <Defender> Specific Civilization, Specific Leader or "ALL" to select All
## <bWar> 1: War	 0: Peace
## <sTriggerMap> Specifices Specific Map to Trigger
## <sIgnoreMap> Specifices Specific Map to Ignore
## <iDate> "NONE" to ignore, "-" to represent BC
## <iTurn> "-1" to ignore, <iTurn> overwrites <iDate>
## <bPermanentWar> "1" to make War Status Permanent
## <bForceWar> "1" to ignore all checks like vassals, force peace, has met, except own team players
## <Message> "NONE" to ignore, else adds a pop up for human player with specified text
##
###############################################################################################
 
hey platy,

how can i load the script via cvcustomeventmanager?

without this mod script i will be difficult for me to finish my mod scenario of america...

i have tried numerus solutions, but i cant get the script to work while the cvcustom is used.

hope you can help, i guess its probably just some line or two need to be added..



another thing - it wont work with bug mod as well.
 
1) Every modder has his own style of modding.
Not the first time I mentioned, I am against custom event manager style of modding, so I am totally not interested to look into it.

2) incompatibility with BUG mod has nothing to do with me either.
Any incompatibilities caused by other mods, I am not interested to look into it.
 
How do you anticipate for that?
Since it is totally dependent on whether there is any combat and results
 
Adding an estimated value while all others like culture, great people progress, population growth etc are real values will just mislead or confuse new players, although I doubt there will be new players to Civ IV when there is Civ V...

Anyway, that estimation is too inaccurate to be of any use.
Combat XP is highly seasonal, depending firstly whether a war is going on.
Then it depends on whether there are any units to kill, if a SoD is just killed recently, chances are you won't find another SoD for you to kill within the next 5 turns.
Of course, there are many other factors such as domestic XP modifiers and so on.

No point going through all the trouble just to display an inaccurate figure which is of no use to the player.
 
Ultrapack

1) Removed default BTS WB codes which are no longer used in CvEventManager and CvScreensInterface.

2) New Tech Splash Screen

Civ4ScreenShot0000_zpsc769c89a.jpg
 
hello platy.

after spending over 20 hours in trail and error - i found some old autiai python that works with the warnpeace. yey!


although -
for some reason - every turn that passes - auto play or not, i get the messege alert of the map name i set as trigger,
so what i did is to remove this :

#CyInterface().addImmediateMessage(CyMap().getMapScriptName(), None)

now i dont get it at all, which is good,

but any idea how to make it to be called only at the first event that the war deceleration occur?
 
Back
Top Bottom