EDIT: On checking my code. I'm wrong. lol The code you have is correct just the [Unit] section goes in a zConfig file located at modbacana/Assets/zConfig/zCivics.zCnfg.
Ok, I feal so stupid. I wrote this MOD COMP and I can't even remember how to use it!
Now lets get this strait. Your Assets/Python/zCivics/zCivicsLoadOrder.zcnfg file should look like this:
Code:
[Game Utils]
File = zCivics.py
[/]
Now in your assets directory create a directory zConfig. In this directory make a file called zCivics.zcnfg. The best way is to load Notepad (not Wordpad, or Office 2003, or OpenOffice, etc.). Now use Notepad to make this file look like this:
Can't believe that I couldn't figure this out. This should work. If it doesn't load your Assets/Python/CvModName.py file with notepad and make sure it contains the name of your mod.
Ok for some reason in your zConfig file you have the closing [/] on the same line as Allow Continue = True. You need to move the [/] to the next line. Aslo you are using a UNITCLASS type. The MOD COMP requires a UNIT type. So UNIT_INQUISITOR works but not UNITCLASS_INQUISITOR. So check CIV4UnitInfos.xml and find the <type> tag of the unit you wnat it to apply to and use the contents of that tag.
Zebra, thanks for your time and patients. Your component will be very important in my Mod.
I would like to keep some suggestions:
-There should be a dynamic text in the civic description showing what units, buildings or whatever need that civic. As should be a dynamic text in the unit (or whatever) description showing the civic needed;
- The restricted stuff shouldnt work (or died) if you change the civic.
Just a question, but how hard would it be to add it so that civics gave a diplomatic penalty/bonus to other nations without that civic? (So Slavery would add a -2 "You enslave your people" to the diplomatic screen.)
Would this work in conjunction with Asaf's Unique Civics mod comp? There are some things in here which he does not have. I think adding this with the Unique Civics and adding Hated Civics would make for some pretty complex situations in game.
EDIT: This is actually a question about zPython (or however it is called), not zCivics per se.
How would I let this work with RevDCM, or actually, BUG? I can merge everything perfectly fine, but...
Code:
class CvGameUtils:
"Miscellaneous game functions"
def __init__(self):
self.callbacks = {
Very long list...
However, your CvGameUtils has 'pass' instead of self.callbacks etc. When I use yours instead of BUG's, the game plays normally (I guess, I didn't play past the first turn) but doesn't store the options that you can select with Ctrl Alt O (I believe).
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