troyDoogle7 said:
1. Are you going to release it as a standard mod component that others can use? I t will take a significant amount of work to rip it out of the genetic era mod. Ideally I would like to add it to my Smac mod as it was a key missing component. However I wouldn't know where to start regarding recompiling the sdk and which python functions were used by the mod. It would be really wonderful if you or allow someone to release it as a standalone mod component.
No problems there. Actually, with a file comparer two I can seperate out the source code within an hour or two... not too bad. The only annoying part for me is ripping out xml code because alot of xml code is too similar for file comparer tools to do a good job. But since most of the XML code for this mod is new xml it won't be too bad.
I have been planning for a while to release it as seperate mod/component (actually both because it can be used as both). It will come complete with a "players guide" and a "modders guide" to help those who want to use the component in their own mod. I am planning to release the seperate mod a couple weeks after the next Genetic Era release so that we get some feedback and make any final changes before I release the solo version.
About your second suggestion... That would be possible, but it would require some very non-conventional coding seperate from the traditional format of the mod. The popups would be easy and would fit right in with the mod's capabilities. If the "protege" was a unique unit, that would be fit in pretty well too, but the non-conventional part would be capturing the units death. This would require some extra coding outside of the mods current "realm" so to speak.
Dom Pedro II said:
If you'd be willing to release some snippets of the XML code to show what's what, I think that would be helpful. On the other hand, I don't want you to suddenly find you're coding by concensus with too many people giving their two cents about better ways to do this or that or new features they want added.
That is actually not a big deal since I was planning on releasing a "modders guide" anyway. As far as coding by consensus... If I like ideas I will consider them and if I don't I won't. Pretty simple to me... but first I want to get what I have done.
I will post some of the xml below but keep in mind that this is still subject to change (some may have already since this is from two weeks ago)
[SPOILER="CIV4EventTriggerInfos.xml]
Code:
<EventTriggerInfo>
<Type>EVENTTRIGGER_PLAGUE</Type>
<AttitudeMessage>TXT_KEY_MISSION_TRIGGER_PLAGUE_ATTITUDE</AttitudeMessage>
<InvokeEvent>EVENT_PROPHETPLAGUE</InvokeEvent>
<InvokeEffect>NONE</InvokeEffect>
<UnitMission>MISSION_TRIGGER_PLAGUE</UnitMission>
<iTime>50</iTime>
<iAttitudeChange>3</iAttitudeChange>
<iWarPlanThreshold>2</iWarPlanThreshold>
<iSelfHelpValue>0</iSelfHelpValue>
<bPeaceMaker>0</bPeaceMaker>
<bKillUnit>0</bKillUnit>
</EventTriggerInfo>
[/SPOILER]
[SPOILER="CIV4EventEffectInfos.xml]
Code:
<EventEffectInfo>
<Type>EVENTEFFECT_GREATPERSON</Type>
<Description>Random Great Person</Description>
<MessageFormat>NONE</MessageFormat>
<InvokeEventTrigger>NONE</InvokeEventTrigger>
<InvokeRandomTrigger>
<RandomEventTrigger>EVENTTRIGGER_GREATPROPHET</RandomEventTrigger>
<RandomEventTrigger>EVENTTRIGGER_GREATMERCHANT</RandomEventTrigger>
<RandomEventTrigger>EVENTTRIGGER_GREATARTIST</RandomEventTrigger>
<RandomEventTrigger>EVENTTRIGGER_GREATSCIENTIST</RandomEventTrigger>
<RandomEventTrigger>EVENTTRIGGER_GREATENGINEER</RandomEventTrigger>
</InvokeRandomTrigger>
</EventEffectInfo>
[/SPOILER]