Platy's Peculiar Pleasant Posh Python

Platypedia
1) Fixed a bug with sorting Units via Unit Combat Type
2) Revamp all pages to display buttons in the right panel
3) Selected Items now displayed with a new Color in the right panel (purple)

Standalone and Ultrapack updated
 

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Hi Platy, i have one error, i am merge your financial and fertile victories and i have error in Victory Screen please see:

556th line:
PHP:
screen.setTableText(szTable, 0, iRow, localText.getText("TXT_KEY_VICTORY_SCREEN_TARGET_GOLD", (max(iBestGold * 10, iTargetGold),)), "Art/Interface/Buttons/Process/ProcessWealth.dds", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)

PLEASE DON'T ANSWER ON THIS POST I AM FIXED THE PROBLEM, SORRY MAN, + I WILL TRY TO MERGE ALL YOUR VICTORIES IN MY MOD
 

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Updated Platypedia for the following:

1) Ultrapack
2) Platypedia
3) Settler Promotions
4) Great Works
5) Artifacts
6) Bad People
7) Natural Wonders
8) Promo Pack
9) Giga Pack

Giga Pack:
Removed Petra (Bugged)
Recoded Project Help Tag for better display in Movies and Pedia
 
How much more work would there be to get a major diplo penalty for declaring war on a vassal? Is there similar code in the Random Events python script?
 
Well, since when can you declare war on vassal in normal bts, except for one situation?
So what do you mean?

@Keldath
1&2 elaborate
3 isn't it already in?
Certain units require 2 resources
 
Well, since when can you declare war on vassal in normal bts, except for one situation?
So what do you mean?

I mean your mod allows you to declare war on vassal - so how can it be modded to inflict attitude penalties?
 
Well, by default when you declare war, you inflict negative attitude automatically.
But if you want even more:
Code:
CyPlayer VOID AI_changeAttitudeExtra (PlayerType eIndex, INT iChange)
 
Just curious, anyone tested the terraform mod to see if ai knows about it?
Looking at the codes, nothing about ai
 
Well frankly speaking, don't bother to try and merge too many victory conditions.
Python victory conditions are unknown to A.I.
It is just that the conditions are set to be something they will try to achieve anyway.
 
Hi platy, I was wondering about your palace upgrade system, would it be possible to develop it to a list of buildings instead of just 'yields' like a list of renovations or extensions, just because this would open up the ability to use all building features, and even potentially things like tech prereqs for certain upgrades, so as you progress through the game you get access to more/better renovations.

Would this create a major headache code wise, my guess is it would involve a buildings list instead of a reference to the yield types, and I don't know if the tech prereq stuff would get overridden or cause issues.

I am just curious because I have thought about the idea of a 'Palace Grounds' system where you in essence start of with a bare patch of ground and then 'expand' on it, at the moment I just have a list of buildings that have the palace as a prereq, but I am curious about this as an 'achievement system' would be pretty cool, a bit like the old civ 2 throne room.

Just with actual gameplay impact.
 
hey man:

1 - resources that vanish after some time (maybe if some player has hold of them - others are popping over after a while - some kind of a dynamic resource system.

2 - you can stockpile an amount of a resource - say for each 1 resource you have - like 1 iron - you get per turn +1 iron income - with it - you can pay to buy stuff - maybe units- a certain unit needs 1 iron (regular system) and +10 iron cost from your pile. (maybe to complicated for just python?)

3. a different resource system - a unit need 2 iron and 1 copper to be built, or 2 iron 3 oil.

just shooting some old ideas.
 
Hello Platy, I think you need your own sub-forum with multiple threads!

I was able to get your War on Vassal mod component to work with BUG, hover text and all (I don't think I broke anything).

I have a very basic question about your getWidgetHelp code. This function is not used for anything but the hover text for your mod (or any other mod like this I decide to install?) - getWidgetHelp is there solely for modding? Or are there somehow multiple definitions of this function within Civ 4 that get called from different places? [judging by its name it sounds like a def that would be used often]

Is your mod intended to replace BUG? I'm wondering if I should switch but I think BUG still has some important functionality you don't have as I'm using Better BUG AI which has some AI improvements.
 
Well frankly speaking, don't bother to try and merge too many victory conditions.
Python victory conditions are unknown to A.I.
It is just that the conditions are set to be something they will try to achieve anyway.

Yes, yes i know that Platy, especially Financial Victory is unknown for AI, for now i am merge Growth, Wonderful, Fertile and Inquistion, in this victories AI can win player although are python victories unknown for AI, in Mastery and Regicide AI can win too.

hey man:

1 - resources that vanish after some time (maybe if some player has hold of them - others are popping over after a while - some kind of a dynamic resource system.

2 - you can stockpile an amount of a resource - say for each 1 resource you have - like 1 iron - you get per turn +1 iron income - with it - you can pay to buy stuff - maybe units- a certain unit needs 1 iron (regular system) and +10 iron cost from your pile. (maybe to complicated for just python?)

3. a different resource system - a unit need 2 iron and 1 copper to be built, or 2 iron 3 oil.

just shooting some old ideas.

1. I see that mod :D your resources can depleted and when you move your cursor across resource you can see how many resources you have (left) i am see some mod with fuel but that is for BTS 3.17 not for 3.19. Your unit have a certain amount of fuel you can refuel your units when they return in city something similar.

2. and 3. You talking about this, Voyhkah is great SDK modder, me is so sorry because he did not finish their mod to the end.
 
Hi platy, I was wondering about your palace upgrade system, would it be possible to develop it to a list of buildings instead of just 'yields' like a list of renovations or extensions, just because this would open up the ability to use all building features, and even potentially things like tech prereqs for certain upgrades, so as you progress through the game you get access to more/better renovations.

Would this create a major headache code wise, my guess is it would involve a buildings list instead of a reference to the yield types, and I don't know if the tech prereq stuff would get overridden or cause issues.

I am just curious because I have thought about the idea of a 'Palace Grounds' system where you in essence start of with a bare patch of ground and then 'expand' on it, at the moment I just have a list of buildings that have the palace as a prereq, but I am curious about this as an 'achievement system' would be pretty cool, a bit like the old civ 2 throne room.

Just with actual gameplay impact.

Simple.
The yields are simply the xml benefits of the palace event.
You want to code it to give gold, give random great people, buildings up to you.
But buildings look weird, because palace can change location but the buildings won't
 
hmmm that is true, I didn't think about the palace moving because I pretty much never move it... I wonder if it could be prgammed to remove all the connected buildings if the palace moves.. so you would have t ostart from scratch..

Do AI factions get the same event upgrades? I forgot to ask and I can't remember if it was mentioned..
 
The AI does terraform. I assume that the improvement in plot yield is enough to get the AI to do it.

If you are using Avian's one without modifications, I highly doubt so.
Firstly, the yields set there are pretty miserable such that I don't see which A.I. will choose to do it compared to an existing improvement like a town or workshop.

Secondly, even if you set it to extreme high yields like 10/10/10, it will still not work.
Because I tried it when I was doing my "Repair Improvements" mod comp.

I created a new improvement which is similar like a fort that can connect improvements with 10/10/10 yields.
So that A.I. will prefer to "repair" rather than build a new improvement.
The results is that, A.I. will still prefer to build a pasture over a pig, rather than build the fake improvement to repair an existing pasture.

The solution I did that time was to disable the building of pasture when there is a destroyed pasture in the plot.
Then, the A.I. will choose to build the repair improvement, even though the yields are obviously much higher than a pasture.

Secondly, I don't see it as a nice idea to destroy current improvement just to terraform. Pretty painful to destroy a town which took 100s of turns.
 
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