Platy's Peculiar Pleasant Posh Python

That one is too troublesome because that requires callback
 
Nope, it just adds to performance taxing, especially certain ones.
 
The thing is that a tile can only have one feature.
And storms spawning on forest tiles sound reasonable... yet cannot be done.
Unless you have a new feature which is a combination of both.

I don't play civ anymore.
I watch dramas when I want to relax.
Modding is just to practise programming.
 
mm platy,

can you do me a favor man?
can you merge the 3 pedia files you made in requirement mod with your uuuu pedia?

i tried to do it my self a few times, and every time i get no ui....it will probably take u 2 min to do it :)
also using only the req pedia files with uuuu wont work :(


i cant use it with pedia now :(
 
Modding com already off so it is relax hours.
Anyway there are only 3 parts in each pedia file.
Import and load are idiot proof, can't possibly go wrong there.
As for the main chunk, just make sure it is stuffed in right place and no conflicts in variables used.
That should be all

If still no ui... Activate exceptions and take screenshot...
 
Thank you, platyping, for the update on the Requirement Script. :goodjob:

I've been doing some play-testing with the new changes and it doesn't work for me. The Pedia screens appear blank, and the requirements aren't taking effect. I've reverted to the previous version of the Requirement Script, and the requirements work again. Has this happened to anyone else? Or is it just me? (I must have made a mistake while merging the Requirement Script with my own mod. I did it over, and it totally works now)

:D
 
mm platy,

can you do me a favor man?
can you merge the 3 pedia files you made in requirement mod with your uuuu pedia?

i tried to do it my self a few times, and every time i get no ui....it will probably take u 2 min to do it :)
also using only the req pedia files with uuuu wont work :(


i cant use it with pedia now :(

Less than 30 sec
 

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Platiping after investigating it looks like your Avoid Growth is not working. It should be returning False if the city is to grow and True if it is not. I think you have it the other way around. I could be looking at an earlier version;)
 
Code:
	def doGrowth(self,argsList):
		pCity = argsList[0]
## Avoid Growth ##
		sScript = pCity.getScriptData()
		if len(sScript) == 2:
			sHappy = sScript[0]
			sHealth = sScript[1]
			if sHappy == "1":
				if pCity.happyLevel() < pCity.unhappyLevel(0):
					return True
				if pCity.happyLevel() == pCity.unhappyLevel(0):
					if pCity.getFoodTurnsLeft() < 2:
						return True
			if sHealth == "1":
				if pCity.goodHealth() < pCity.badHealth(False):
					return True
				if pCity.goodHealth() == pCity.badHealth(False):
					if pCity.getFoodTurnsLeft() < 2:
						return True
## Avoid Growth ##
		return False

Isn't that what the code is doing?
 
Code:
	def doGrowth(self,argsList):
		pCity = argsList[0]
## Avoid Growth ##
		sScript = pCity.getScriptData()
		if len(sScript) == 2:
			sHappy = sScript[0]
			sHealth = sScript[1]
			if sHappy == "1":
				if pCity.happyLevel() < pCity.unhappyLevel(0):
					return True
				if pCity.happyLevel() == pCity.unhappyLevel(0):
					if pCity.getFoodTurnsLeft() < 2:
						return True
			if sHealth == "1":
				if pCity.goodHealth() < pCity.badHealth(False):
					return True
				if pCity.goodHealth() == pCity.badHealth(False):
					if pCity.getFoodTurnsLeft() < 2:
						return True
## Avoid Growth ##
		return False

Isn't that what the code is doing?

Sorry, don't worry about it.:cool: In RoM:AND Afforess added code that if you wanted the city to grow you needed to return False and if you wanted the city not to grow you need to return True reversing the meaning of the call back. Any mod using your mod wont be using Afforess dll mod so there is no problem.
 
Tech Diffusion

Features:
Lower Rank Teams get free Tech Progress from Higher Teams Met

1) Only if Team belong to Lowest 33% Rank Teams
2) Only if Team Met Transfering Team
3) Only if Team Lower Rank than Transfering Team
4) No Transfer from Furious Team Leader

Code:
self.iRankDivisor		= 3	## For teams ranked last 1/X portion
self.fBase			= 0.50	## Base Transfer Rate
self.fOpenBorderBoost		= 0.50	## + X if Open Borders
self.fEraBoost			= 1.00	## + X Per Era Advance of Transferee
self.fAttitudeMultiplier	= 0.50	## Furious: 0x, Annoyed: 1x, Cautious: 2x, Pleased: 3x, Friendly: 4x

Code:
fBase = self.fBase + (pPlayerX.getCurrentEra() + 1 - iEra) * self.fEraBoost
fBase += self.fOpenBorderBoost * pTeam.isOpenBorders(iTeamX)
fBase *= pPlayerX.AI_getAttitude(iPlayer) * self.fAttitudeMultiplier
fBasePercent += fBase * 100 / gc.getHandicapInfo(pPlayer.getHandicapType()).getResearchPercent()

Base Transfer Rate = 0.50 %
Increased by 0.50% if Open Borders
Increased by 1.00%/Era if Tranfering Team Leader at higher Era than the Tech
Multiplied by 0 to 2 based on Attitude
Adjusted based on Handicap
Max Progress capped based on Tech Era according to Era Info's Research Percent
 
Sorry, don't worry about it.:cool: In RoM:AND Afforess added code that if you wanted the city to grow you needed to return False and if you wanted the city not to grow you need to return True reversing the meaning of the call back. Any mod using your mod wont be using Afforess dll mod so there is no problem.

No difference...
Even in vanilla BTS, that is the same case.
Return False to grow, Return True not to grow.

Which is why, when there are no codes there, it will always return False to allow growing in normal conditions.
 
That one is too troublesome because that requires callback

Requirement Script: I don't understand as it looks like you're using Cannot Construct and Cannot Train Callbacks, no?
 
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