Project SYNTHESIS

Different names when civs have different capitals. For example, "Duchy of Kiev" is one I'm throwing around in my head for a Russian capital in Kiev
 
Linkman, Im testing something out real quick. What would be the command in Rhyesandfall.py to spawn some units randomly from a given set of tiles:

if (iGameTurn == getTurnForYear(1040)):
whats next (the units or the random mechanic thingy)
 
Different names when civs have different capitals. For example, "Duchy of Kiev" is one I'm throwing around in my head for a Russian capital in Kiev
Russian local polities usually had the style of Principality (Principality of Vladimir-Suzdal, Principality of Ryazan for example). The medieval state centered at Kiev has no historiographic name except that for its people (Kievan Rus).
 
But players do (founding Kiev as your first city is actually a viable Russian strategy), and it's nice to add these kinds of easter eggs for them.
 
Linkman, Im testing something out real quick. What would be the command in Rhyesandfall.py to spawn some units randomly from a given set of tiles:

if (iGameTurn == getTurnForYear(1040)):
whats next (the units or the random mechanic thingy)

This is what I'd recommend:

Code:
if (iGameTurn == getTurnForYear(1040) and gc.getGame().getSorenRandNum(100, "") >= [iProbability]):
    utils.makeUnit([con.iUnit], [con.iCiv], [tCoordinates], [number])

The quotes in the parameters for getSorenRandNum can have anything in them really. I left them as an empty string for now. The rest should be self-explanatory, but (obviously) don't include brackets.

Russian local polities usually had the style of Principality (Principality of Vladimir-Suzdal, Principality of Ryazan for example). The medieval state centered at Kiev has no historiographic name except that for its people (Kievan Rus).

I see, thanks.

AI barley change their capitols

There are certain scripted capital changes already in the game.

But players do (founding Kiev as your first city is actually a viable Russian strategy), and it's nice to add these kinds of easter eggs for them.

This too.
 
The quotes in the parameters for getSorenRandNum can have anything in them really. I left them as an empty string for now. The rest should be self-explanatory, but (obviously) don't include brackets
.

Thanx but three more questions:

1)Im actually using the same solution you used for the seljuks just for a different civ. So I would like to know which part of the clause directs the AI to attack the cities in the "border" zone

2) Now how would i add (additional) unit spawns only limited to the AI.

3) After conquest of the territories the AI seems to send the troops "home" which means that the territories get conquered by barbarians; how would i solve this problem?


Thanks, and I will post feedback on what Im trying to do after Im done. I think that it might help u out
 
3) After conquest of the territories the AI seems to send the troops "home" which means that the territories get conquered by barbarians; how would i solve this problem?
This is a problem that's not completely figured out, but currently I assume it has to do with the fact that the unit AI of those invaders is set to CITY_ATTACK, and apparently doesn't change after a city is conquered. So they go elsewhere to conquer a city (even if that means going to China).

I'm not sure how to circumvent that.
 
Linkman For the Arab conquests, I tried spawning the Camel Archers in Persia and Libya with City Attack command and the border of the tile which they had to conquer (basically what you did with seljuks but with much smaller units). Im happy to say that the new system works perfectly in helping the conquests; I highly reccomend you try it. But here are some things i couldnt do:

-After conquest, the cities are abandoned but this can be easily fixed with spawning archers after the conquest (4 in total).
-The Arabs are too aggressive towards Anatolia.

Here are other things i recommended:
-Make Arab capital always switch to Baghdad since Egypt is added.
-Take out the two initial Camel Archers and the the camel archers that appear in the capital and spawn them in Persia and Libya. Although, do not take out the additional troop spawns for the AI.
-Make Damascus switch to the Arabs and take out a settler.

These are really minor thing and should take you no more than 30 minutes. Im really hoping that you can "fix " the Arab conquests soon. As a rule, do not add any units for the Arabs just move them to a more appropriate "spots".
 
I see.. I'll try that out. And I was planning on making the capital Baghdad only.

On another note, dynamic names don't have a lot of difficult work ahead, just a lot of time-consuming work ahead. Namely, I need to add a about a hundred TXT_KEY's or so. So far I've been procrastinating and playing SoI (while not in school and not doing schoolwork, two other time-suckers). I think I'm going to start on it now after a few days of basically no modding. Unlike actual programming, this is going to be really boring but it's got to be done. I'm going to SVN first. I also removed the exterminate option bug, although I can't for the life of me find the cause of the ghulam warrior's bonus v. submarines. I'll work on it though :).

Concerning the flag changes- although the flag you see next to the map (if you're playing as that civ) changes immediately, the flag wielded by a unit does not change unless the unit is in fog of war (which won't happen if the unit belongs to you, obviously) or after a reload. According to edead, there's nothing that can be done about this.
 
If its boring, Why don't you just delay the dynamic names? Its not like they add anything except flavour to the game.
 
Because it give my mod a decidedly unfinished taste (more than before when there were just a few oddities in the Civilopedia), and because some of the TXT_KEYS cover a quarter of the screen.
 
Ha, if you want to know what's boring, take a look at CvRhyes.cpp in the latest DoC commit ;)
 
I don't like updating DoC until I'm ready to merge (makes merging easier- I don't run the risk of forgetting to what revision of DoC is already in Synthesis), mind telling me what exactly it is?

In other news, the SVN finished.
 
Just wait and take a look at it ... is all I say.
 
Took a look at it- very nice, a lot more convenient modding wise. However I can understand how tedious that must have been, and why respawns were skimped out on altogether.
 
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