Platy's Peculiar Pleasant Posh Python

man it has been so long since I fiddled with python stuff, I forgot what I had to do to get it to work last time :D

right well moment of truth.... the game is loading!!

Hooray! After a quick brawl with the formatting it worked!

Cheers Guys! Man this was making my head hurt! :D

Now I need to wrap my head around all the fun things to do with all these new toys :D
 
@vincent
Welcome back, heard your good news :D

@Lib
Whether they are set to 1 or not is not the question.
Whether they are active after setting to 1 is the question.
AFAIK, bug disabled some functions there, such as Widget Help, if so then it is obvious nothing done there will work.

They did not disable Widget Help you just do it differently see here in particular post 8. Basically when you define your python to BUG in the module config file you define the widget and help text. Thus no need to change GameUtils at all.
 
@Vincent
Yeah, of cos I want it :D

@Dh
You know what I meant. They disabled the function in CvGameUtils and force modders to modify the same function somewhere else. Hence, whatever codes you typed in CvGameUtils that should have worked will no longer work.
 
@Dh
You know what I meant. They disabled the function in CvGameUtils and force modders to modify the same function somewhere else. Hence, whatever codes you typed in CvGameUtils that should have worked will no longer work.

It is clear to me that the point of BUG is to make the creation of new python modules more convenient. You don't need CvGameUtils. You create your own python module and use the necessary functions that you need there, calling them out through a xml file in Config.

Again, convenient when starting a mod from scratch.
It is when merging BUG in or a python mod component in BUG that troubles arise - when you don't know what to do: which is quite simple.

My complaint about BUG is just lack of a good tutorial.
 
Ultrapack

1) Changed civ specific backgrounds to Vincent set

2) Removed civ specific background as an option, since it will no longer be a hindrance for certain civs.

3) Set transparent panels as a default, still an option

4) Fix a bug in Espionage screen

5) Rewrite combat filter codes for city screen in CvMainInterface, to allow python in game testing without generating errors. No difference for players.


@Horatius
When modders understand how to use it, it is a convenience.
When modders don't understand, it is a hindrance.

For experienced python modders, they know how to mod directly in CvGameUtils without this convenience.
For inexperienced python modders, they won't know how to mod even with this convenience.
 
Your unique victory movie component has an invalid download link. Could you reupload it? It would surely come in handy for some mod I'm making.
 
If you dont see it in the first page, it has been removed.
 
Removed? Why? I would have really liked to use it in my mod.
I thought it was a very nice component which many mods could use.
 
Every now and then, I remove some downloads, because quality > quantity.

Stuff that are part of another pack, stuff that have too few downloads, aka not so popular, stuff that on second look I know is bugged and can't be bothered to fix are slowly deleted.

You noticed that all standalone traits are removed as well.
Things don't last forever :D
While stocks last
 
Is it in one of the packs? If not...is there any way I could get that component?
 
With your Route pedia page the movement is shown as an integer but in C2C we have one route that has a decimal - can you give me a hint as to how to change it I am drawing a complete blank as to how to not do integer division.

I have made my own route page using yours and the Total War mods version because we use SevoPedia. It is slightly prettier than yours using icons instead of the improvement names :mischief:
 
PediaRoute_zps5c7c12f5.jpg


The latest version shows movement cost in decimal, so which one you refering to?
Just float one value and it is not integer division.
Or just post the relevant codes.

@Victory Movie
Nope, not available in any pack since it was unpopular.
 
Although pics usually look better than words, but when the pics are all similar, then it looks pretty confusing why there are 3 mine buttons in that screenshot, although I believe there are upgraded versions of mines :D

In this case. I think words suit better unless you have different buttons for upgraded mines.

AFAIK, none of the units in BTS make use of flat movement XML tag.
Thus, all units will just use whichever is better.

Any units in BTS less than 4 movement points, can move only 10 steps because
Normal: 3 x 3 = 9 steps
Flat: 10 steps

Gunship, with 4 Moves can move 12 steps
Normal: 4 x 3 = 12 steps

And therefore a super upgraded unit with 6 Moves can move 18 steps and so on...
 
Nope, not available in any pack since it was unpopular
Do you still have it somewhere on your computer? If so, could you please upload it somewhere?
Sorry if I demand too much or something, you don't have to if you don't want to.
 
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