Platy's Peculiar Pleasant Posh Python

Seasons

Features:
Improvement Yield changes according to season.
Something Keldath wanted and HR reminded me recently :D

Civ4ScreenShot0001_zps839b9bcb.jpg

Spoiler :
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Code:
self.iLength	= 4
self.lSeasons =[	["IMPROVEMENT_FARM", "YIELD_FOOD", 0, 2, 1, -2],
		["IMPROVEMENT_CAMP", "YIELD_COMMERCE", 0, -1, 1, 2]]

1) Length of each Season varies with GameSpeed
2) Displaying Game Year obviously no longer makes sense, so refer to screenshot.
You will still know if you are reaching end of game because of the added max turns display.

Don't vary too much, or Worker AI go stupid
 
wow....nice! :)

Is there a way to stop the seasons changing with GameSpeed?

My mod runs on a weekly speed, so i would want to keep the seasons at 12 turns (3months) regardless of total game length, I need to spend more time with GameSpeed but for now meh... dunno how to finish that thought...BUT to my original point...

Fixed season length if/how?!
 
Look into the codes for gamespeed reference and remove accordingly.
 
I can be productive if I want :D
This is just my 20th month in modding but it is about time to return to hibernation
 
Seasons

Features:
Improvement Yield changes according to season.
Something Keldath wanted and HR reminded me recently :D

Don't vary too much, or Worker AI go stupid

Briiliant work, platyping!

How difficult to add in your Seasons the regional yield changes for North and South semisphere?
To your opinion how critical for game performance would be such addition?
 
Impossible.
The codes are simple because it affects the improvements not the plots themselves.
Thus, can't differentiate North or south

Edit:
Reuploaded for pedia to display nicely when there are multiple seasonal yields for same improvement
 

Attachments

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Impossible.
The codes are simple because it affects the improvements not the plots themselves.
Thus, can't differentiate North or south

Edit:
Reuploaded for pedia to display nicely when there are multiple seasonal yields for same improvement

So the season will always be wrong for one or the other hemisphere :(. I vote for the end of year to be in summer, given it is now spring. :D
 
Well, look at it this way.
Near end of the game, each turn can be in days.
Yet it is not adjusted by timezone either :D

Anyway, spring to winter is one cycle, but there isn't a start nor an end.
It is just that turn 0 is spring but who said that must be beginning of a year :D

P.S.
Last turn may not be winter anyway, since last turn depends on number of turns for that gamespeed.
 
Ultrapack

Updated with Platy Builder 3.0 Beta
All functions working except for editing Script Data, which has not been coded.

Thus, you can pretty much test all the new functions including AI Autoplay.
 
Platy Builder 3.0

Civ4ScreenShot0001_zpsd79534f0.jpg


Can't be bothered to modify further.
Thus, cut out the redundant codes in the main file itself.
Then add in codes for Script Data and done.

Released for both Standalone and Ultrapack
 
Ultrapack

Changed Specialist Row Buttons to more sensible looking ones
 

Attachments

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Dynamic Promotions

Features:
Gains Free Promotions upon Combat Victory based on Conditions.

Civ4ScreenShot0001_zpsfd838d54.jpg


Free Promotion Chance = 20% +/- 5% Per Level Difference

Promotion Choices:
1) Based on Terrain/Feature/Hills => Promotions with Terrain/Hill/Feature Attack/Defense
2) Whacking a City => Bombarb or City Attack or Col. Damage
3) Defending a City => Revolt or City Defense
4) Based on Loser Combat Type => Combat Type Modifier
5) Coastal Assault => Amphib
6) Loser can deal Col. Damage => Col. Damage Protection
7) Loser has First Strike => First Strike Immunity
8) Loser is at least 4 Levels higher => Combat Str
9) Won with >= 90% Health => First Strike
10) Won with <= 25% Health => Withdrawal/Evasion
11) Won with <= 10% Health => Healing Ones
12) Loser is Air Unit => Interception
13) Battles >= 4 Range => Range
14) Loser is Invisible => Visibility

Rules:
1) It is only possible to get one promotion per battle
2) Only triggers for real combats. Capturing workers, planes etc not counted
3) Withdrawals excluded
4) Promotions possible only if unit can obtain it in the first place. (Example: No City Raider for Guns)
5) Offensive Promotions only when Winner is Attacking, Defensive Promotions only when Winner is Defending

I know this is seen in some mods, but never in standalones.
All variables are adjustable and rules are independent of each other, so whichever rule you do not like, you can remove/comment the codes.
None of the promotion codes are hard-coded, so no need for adjustment to mods with new/removed promotions.
 
Well, coming to end of my 2nd year of modding so I intend to go back to hibernation mode again.
So any last requests before my hibernation starts :D
 
Did some experiments, found a way to let our air units join in the fun.

1) Air Battles and Interceptions will now join in the fun. Withdrawals are still out.

2) As a result, more choices added:
A) Defeating Air Units => Interception
B) Battles fought >= 4 range apart => Air Range
C) Killing Invisible Units => Visibility

3) Rules Changes:
A) Offensive Promotions like City Attack, Feature Attack, Amphib only obtainable when winner is attacking.
B) Vice Versa for Defensive Promotions

4) Removed Blitz, pretty OP promotion. Earn it yourself.
 
I had a question going back to settlers and the whole 'extra buildings' idea.

Now you've said it can be buggy, I was wondering if it would be possible to shift the extra building bonuses to a promotion or promotions, that could then be applied to a settler through a free promo, generated by either a building or a new settler with the free promo...

would this improve the situation for multiple settler types?
 
So long as it is linked to the unit itself, it is bugged beyond hope.
 
Space victory is a form of scientific victory
 
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