Platy's Peculiar Pleasant Posh Python

Heroes Movies

Features:
Display Movies when World Units are Built

Civ4ScreenShot0000_zps9803e2f4.jpg


Another simple C&P job.
Although there aren't any World Units in BTS, there are some mods with them.
Since World Wonders get Movies, I guess World Units deserve them too.

Notes
The unit files inside are just for testing purposes, since there aren't any World Units in BTS.
 
@platy

Are you able to do religion system like in civ 5?

After converting to religion every religion related building gives religion points every turn and that points ar cumultative. After reach some level you can choose religion doctrine that acts as free building in each city with state religion.
 
Possible via player script.
But I will definitely not offer choices.
Simply because A.I. won't choose.
If A.I. cannot choose, I won't let you choose either.
It is either fixed or random benefits.
 
Heroes Movies

Features:
Display Movies when World Units are Built

Civ4ScreenShot0000_zps9803e2f4.jpg


Another simple C&P job.
Although there aren't any World Units in BTS, there are some mods with them.
Since World Wonders get Movies, I guess World Units deserve them too.

Notes
The unit files inside are just for testing purposes, since there aren't any World Units in BTS.

whooooooo :goodjob:

gonna have to make a LOT of World units now :D
 
All I remember is master victory replace all others and only won at the end of time.
They have a set of scoring system which obviously I dunno unless you provide a link :D
 
@Orion
Bleh, should have updated that post with new info.
Specialist Count 2.0
The screenshots in 2.0 are taken directly from Ultrapack, so some of the things you see there will not be in SC standalone.
Moral of the story, just download and try 3 minutes.

There is no need to display max number of specialists, it is there by BTS when you hover over it.

The only issue is I find the red and yellow buttons for adjusting specialist rows abit comical but havent bothered to make a new button for them :D

@Cruel
Ariel Lin

I hate to be a pest, but the DL zip file did not include a replacement CvMainInterface.py file for BUG 4.4. Can you update the download?
 
Inquisition

Features
1) New Unit that can remove Religions
2) Religious Victory

Civ4ScreenShot0001_zps687caa45.jpg


Civ4ScreenShot0005_zpsdf4276dd.jpg


Civ4ScreenShot0004_zps15dcf251.jpg


Civ4ScreenShot0000_zps7ad6e254.jpg


Notes
Not to challenge the classic, but since the codes for Lawyer are already done, it doesn't take me more than 10 minutes to convert to religions, so... might as well.

Features:
1) Can choose which religion to purge
2) Chance of purging increases with number of religions present
(It is harder to persuade the citizens to abandon a religion when it is the only one there right)
3) Cannot purge holy city
4) Normal Religious buildings are destroyed, Wonders are kept
5) Religious Victory is just a XML entry, nothing special

A.I.
1) Will train only if Religious Victory Valid, no sense in purging otherwise unless you just want to deny others the gold from the wonders...
2) Will not build in wars
3) Will not purge State Religion, obviously
 
@Orion

Coding for Ultrapack alone = Once
Coding for Ultrapack + Standalone = Twice
Coding for Ultrapack + Standalone + BUG = Thrice

Ever since I launched my own U.I., I removed the BUG file, can't be bothered to do triple the work for a mod component.
 
I would like to see negative effect of inquisition like -1 population in city per religion removal.
Inqusitions always was very bloody.
 
Mastery Victory

Features:
1) Wins the game at end of time based on Mastery Score
2) Or all other teams dead

Civ4ScreenShot0007_zps53af9412.jpg


Old System:
-Points are given for the following:
-Land - 1 point per % of landmass controlled by team.
-Population - 1 point per % of total planet population possessed by team.
-Culture - 1 point per % of total planet culture belonging to team.
-Religion - 1 point per % of world religion if you control the religion's holy city. Only the top religion you control is scored, so second and third holy cities will not increase your score (but will prevent other civs from gaining points from them).
-Power - Your civ's power is summed throughout all of history. 1 point awarded for each % of the total summed power of all the surviving civs on earth. While power increases throughout time, this does mean that you'll be scored for your military for the whole game span.
-Wonders - 1 point per % of world wonders CONSTRUCTED by the civ, not owned! The game keeps track of who actually builds the wonders as opposed to those who capture them. Wonder benefits are still granted to whoever currently possess the wonders. This makes the investment of a wonder more meaningful and more realistic.
-Legendary Cities - Any city achieving Legendary status grants 30 bonus points. (You can have one, you can have five; you'll receive 30 points for each one you build).
-Starship - 100 points given to any civ launching an interstellar starship. This is a big score bonus but represents a significant achievement; if a civ that hasn't launched a starship is to be considered superior to one that has it must have made significant cultural and military achievements

Changes in Scoring System:
1) Power is based on current Power rather than Historical Power.
All others like Population, Land are based on Current Score. No reason for this to be special.

2) Wonders are based on ownership rather than who built it.
Same reason as above.
Flat points per wonder rather than based on a %

3) Starship
Launching the starship itself has no points anymore.
It is now based on each part built, + a bonus for completing all.
Because if launching itself scores 100 points, which idiot will build all parts before launching.
Also, it doesn't make sense that launching a spaceship scores as much points as building all wonders in the whole game, thus nerfed.

4) Additional Scoring Items
World Projects: Why should Wonders be in the list and projects not
Future Techs: Just 1 point given for each of them

Changes in the System
1) Because it is python, you can still enable/disable the other victory types while mastery is enabled.
Disabling them will make certain buildings/projects unbuildable, like Spaceships, Voting wonders.
When diplomatic enabled, you can still vote for diplomatic victory, but there will be no effect.

2) Mastery Victory can be won via 2 routes.
A) The original end of time method.
B) Killing off all rivals. I seriously don't see the point to click end turn for 200 more turns when you obviously won the game anyway.

3) Mastery Victory Screen can be viewed right from the start.
I don't see why it should be disabled in the original mod

4) A customisation section provided for you to adjust the point system yourself.

5) Next 3 Best Cities only list those non legendary.
 
:worship: Wow, thanks! ^^^^

Platy, How change the numbers of GP (just GP) to right?
attachment.php


I tried many things near here:
Code:
					iX = xResolution - 246  + 28 * (i % 8)
					iY = yResolution - 206 + 50 * (i / 8)
					screen.setImageButton("FreeSpecialist" + str(i), gc.getSpecialistInfo(iSpecialist).getTexture(), iX, iY, 24, 24, WidgetTypes.WIDGET_FREE_CITIZEN, iSpecialist, 1 )
					#screen.setImageButton(gc.getSpecialistInfo(iSpecialist).getTexture(), "FreeSpecialist" + str(i), iX, iY, 24, 24, WidgetTypes.WIDGET_FREE_CITIZEN, iSpecialist, 1 )
					screen.setText("FreeSpecialistCount" + str(i), "Background", szBuffer, CvUtil.FONT_CENTER_JUSTIFY, iX , iY, 0, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
					#screen.setText("Background", "FreeSpecialistCount" + str(i), szBuffer, CvUtil.FONT_RIGHT_JUSTIFY, iX , iY, 0, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

Edit 2: found "iX+20" thanks!
 

Attachments

  • GP.jpg
    GP.jpg
    16.9 KB · Views: 626
1) Because it is python, you can still enable/disable the other victory types while mastery is enabled.
Disabling them will make certain buildings/projects unbuildable, like Spaceships, Voting wonders.

3) Mastery Victory Screen can be viewed right from the start.
I don't see why it should be disabled in the original mod

Thank you for the Mastery Victory, I've never played with it but it is interesting. :king:

Three things:

- on point 1) quoted above: when you say 'enable' the other victory types, it doesn't mean that they are still valid?

- on point 3) quoted above: yes, but what happened to the other tabs, like Parameters, Resolutions, Members? Can we still have them?

- On the main screen, the old points system still appear. In the beginning, it should be OK for comparison...

I have to play at least one real game to be assured of the change. Would there be an easy way to switch back to the old version and vice versa?
 
Updates

1) Fixed Missing Tabs at Bottom

2) Scores are right aligned instead of left aligned

3) First Row displaying the names is fixed. It does not scroll with the rest, see screenshots.

@isenchine
1)
Disabling them will make certain buildings/projects unbuildable, like Spaceships, Voting wonders.
When diplomatic enabled, you can still vote for diplomatic victory, but there will be no effect.
Same for all... you can build 3 legendary cities and nobody cares, except more points

What old point system in main screen, don't understand :D
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    111.1 KB · Views: 195
  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    103.8 KB · Views: 194
Senile Soldier

Features:
Allows a unit to retrain promotions

Civ4ScreenShot0000_zpscdd2973f.jpg


Pay a fee = level * 50

Civ4ScreenShot0001_zpsd89cdb2e.jpg


Select the unwanted promotion (Woods III in this example)

Civ4ScreenShot0005_zps2404238d.jpg


Notes
1) Retrain only allowed in cities
2) Requires Level 2 and above
3) Obviously there is no A.I. for this, which is why the retrain fee is rather steep
4) Cannot select leader promotion
5) Cannot select promotion that is a pre-requisite for another promotion which you have.

Spoiler :

For instance, City Raider I or Barrage I leads to Accuracy.

If you have all 3 of them:
can forget A, B1 or C1 since you only need B1 or C1 to have A

If you have C1 and B1 but not A:
can forget B1 or C1 since they are not related

If you have C1 and A but not B1:
can forget A but not C1, since C1 is required for A

If you have B1 and A but not C1:
can forget A but not B1, since B1 is required for A

Looks confusing, but it is simply logical.
 
Back
Top Bottom