Platy's Peculiar Pleasant Posh Python

Well this is a fixed scenario. So when the game loads, it will go through the plots, which will already have an owner, it will find the owner, then apply the amount of culture

that's good to hear that you can't own the plot, since that would mean if a city is taken over, there won't be random culture plots from civs that have been taken over
 
Because the save/load codes are done in another WB file which I didn't bother to touch since it is > 2000 lines.

It will only save/load details defined there. Thus, not everything you can change in my WB will be saved for scenario making.

I'm curious to know which file you are talking about. CvWBDesc.py?
 
Ultrapack Scoreboard

Fixed bug where vassals of last score team are not displayed.
 
Generally I won't have time to analyse two mods both not made by me and try to merge them.
You can try asking isenchine or horatius. Those 2 getting pretty good at python.
 
Platy, I'm honoured by your words :blush: but pretty good at Python is not good enough! I'm doing simple Python things but this modcomp from The_J is much more elaborate than what I do and the function required in the puppet state mod is not the same as in there.

Stolenrays: I don't know yet if I can help you, I'll have a look at it all and let you know in the following days (in your thread).

In the meantime, if Horatius is interested, no problem with me ;)
 
I just glanced at it, but it seems that one would have to be somewhat familiar with the puppet states code as well and write some c++. It would probably be better for him to try it himself and simply ask questions where there's difficulty. I'm sure Platy and others would not mind helping out in that case, stolenrays.
 
Hi platy, I have been trying to get your requirements script to work in my mod but I cannot get it to function.

I wanted to know if it is because I have a couple of the functions already in the SDK?

I have min city size and prereq civic already, could this be 'invalidating' all of the info in the requirements script?
 
Nope, it checks both. If it fails either one, cannot be built.
 
You didn't forget the two Python callbacks by any chance?
 
Ok so Isen's thought got me thinking that I might have missed something and I had! So I went back and downloaded requirements again (realised it had some extra features too! NICE) and merged it all in.

Now it seems to be working with the pedia (it displays the new requirements, but not in the game (the unit is buildable before I have the needed improvement) and I get these errors at the game start.

Spoiler :
TypeError: loadEvents() takes no arguments (1 given)

File "CvEventManager", line 347, in onGameStart

File "BugEventManager", line 364, in_handleDefaultEvent


Line 347 refers to the requirements file path:
Requirement.loadEvents("Mods/K-Fallout/Assets/xml/CustomXML/Requirement.xml")

NOW..... what did I miss that this would happen?
 
You missed to get rid of BUG (such an annoyance for amateur modders like us)!

I did that two years ago and I feel so much more comfortable with Python now.
 
Well, from the error report I assume it's BUG, I might be wrong though.

I should probably let Platy respond but this is what I would try:
in Requirement.py, adapt
Code:
def loadEvents():
	sFilePath = "Mods/RequirementScript/Assets/XML/CustomXML/Requirement.xml"
to your Mod's name. In CvEventManager, put back (in two places) Requirement.loadEvents() as it was.
 
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