Platy's Peculiar Pleasant Posh Python

Just add it to the schema then use it. See how it is done for terrains.
 
Platy,

It is a well known fact that you are an outstanding python developer in the civ community. So this idea may interest you: A custom Map Sizing Menu.

Is it possible to make a menu that utilizes a GUI interface to customize the map size to the exact number of plots for both height and width? When creating a custom game and you select map size, then the custom Map Sizing Menu would pop up and allow the adjustment of the two numerical values. I'd recommend setting the maximum map size to be 512 x 512 and the minimum map size to be 24 x 24.

I think such a menu would be far superior to how we select map sizes now (See example images from an old classic game). All of us on these forums know that projects get worked on during the developer's free time. So there is no rush. Would this type of project interest you?

OV
 

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Thanks for your compliments. However, the custom game selection screen is not python coded, probably hidden somewhere in the exe.
 
Thanks for your compliments. However, the custom game selection screen is not python coded, probably hidden somewhere in the exe.

Maybe so, but the default settings can be overridden via python. Check out SmartMap, which is a custom map maker that is written in Python. It adds several new dropdown boxes to the custom settings. If you can create the custom menu, then I will make the python changes in SmartMap to utilize the numerical values displayed in the new custom menu.
 

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Maybe so, but the default settings can be overridden via python. Check out SmartMap, which is a custom map maker that is written in Python. It adds several new dropdown boxes to the custom settings. If you can create the custom menu, then I will make the python changes in SmartMap to utilize the numerical values displayed in the new custom menu.

You can add custom options to any mapscript and dropdowns will be generated on the Custom Game screen automatically, no overriding needed. You cannot add different UI controls though because, as Platy says, this is all handled in the exe. It would be safer to do what you're wanting via dropdowns anyway, as map dimensions have to be divisible by 4.
 
You can add custom options to any mapscript and dropdowns will be generated on the Custom Game screen automatically, no overriding needed. You cannot add different UI controls though because, as Platy says, this is all handled in the exe. It would be safer to do what you're wanting via dropdowns anyway, as map dimensions have to be divisible by 4.

So trying to change a drop down box to a text box or even attempting to add a button control is not possible due to issues internal to the exe file? We like to push the limits of the game, but this is a road block before ever getting started. I might as well just stick with SmartMap.
 
It would be safer to do what you're wanting via dropdowns anyway, as map dimensions have to be divisible by 4.

Xyth, could you please explain how you arrive to this conclusion? Is it because of the grids?

I have several maps with dimensions not divisible by 4 and they seem to work fine.
 
Xyth, could you please explain how you arrive to this conclusion? Is it because of the grids?

I have several maps with dimensions not divisible by 4 and they seem to work fine.

Saved maps can be any dimension, but generated maps use grid values (which are multiplied by 4 to get the actual dimensions).
 
Alright, thanks!
 
Hello, platyping.
I'm using your requirements mod, but was wondering if it would be possible to make a building/unit/project require more than one civic.
Example: The Statue of Liberty requires Universal Suffrage and Emancipation
 
Yes, if you modify the python codes.
No, if you don't, it only reads them as "or" not "and".

Nowadays, I lazy to mod so not a priority unless it is bug fixing.
 
Hello, platyping. I'm trying to use your Leaning Tower mod component in my mod. However, I have trouble applying the effect to a wonder that has another name.
The python code requires the use of "Pisa" somewhere, how could I solve this.
 
Just wondering if it was feasible to adjust your Requirements mod to create one for technologies. Wondering about
1) requiring a bonus before you can study a tech

2) requiring a building anywhere in the nation before you can study a tech

3) reducing the cost of a tech if you have access to bonuses eg if you have tin and copper (reveled at metal working) then the cost of the tech Bronze Working was cut in half. There is a mod that does this one but I think it is a dll mod. edit found it (here) by TheLopez​

edit2 Looking at it, it would be best to make it another mod with its own custom XML. 1 and 2 should be straight forward but I am not sure about 3, it probably would need to happen when you first start researching a tech and allow for stopping and starting the study as well as research flow over from the previous study.
 
Nowadays lazy to make new components. 1 & 2 as you said, are very easy to do. It is more or less just shifting the codes from cannotConstruct to cannotResearch with mild editing. It shouldn't be an issue for you since you have decent python experience.

As for 3, it is not possible to adjust the cost itself via pure python.
 
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