Lone Wolf
Deity
- Joined
- Dec 4, 2006
- Messages
- 9,908
. Do BUG and BAT mods work with RFC? If so, is there something special I have to do?
No, RFC uses its own dll. Re the crash - did you copy the BUG files to your Assets or to your Custom Assets?
. Do BUG and BAT mods work with RFC? If so, is there something special I have to do?
BUG is a Modpack that combines a bunch of popular mods that affect the look of the game, but not the gameplay. It's short for Basic Unaltered Gameplay, IIRC, and there's a huge section on these forums about it.
Yes, I am using BTS.
Is the AI programmed to declare war to the human player at some point of game? I played as Japan, almost everyone was at least cautious with me, China was pleased. Suddenly, China declared war on me(I had Hangzhou and Guangdong, I conquered them while they were independent, so they had a reason to declare war). I would have understood it if they would have done something to me, but they didn't sent any units except one trebuchet.![]()
Thanks very muchHere are the settler maps. Basically they tell where you can settle with/without penalties. It goes yellow>red>maroon>purple>pink>dark grey>light grey>white I think. Theres also a green for some civs and I'm not sure where it is, but I'm assuming around maroon or purple or pink. So the satelittes aren't prime settlement locations, but they're not the worst either. Hope that helped.
RFC settler map visualization for RFC 1.181
Here is the code:
get http://www.geocities.com/ptmcg/python/bmp.py.txt
and save it as bmp.py in the RFC Python folder.
To Stability.py add:
*** at the top:
import bmp
*** before class Stability:
class SettlerMapGraphic:
TILE_WIDTH = 8 # in pixels
def __init__(self):
self.bitmap = bmp.BitMap(124 * SettlerMapGraphic.TILE_WIDTH, \
68 * SettlerMapGraphic.TILE_WIDTH)
def setColor(self, x, y, color):
self.bitmap.setPenColor(color)
self.bitmap.drawRect((x+0) * SettlerMapGraphic.TILE_WIDTH, \
(y+0) * SettlerMapGraphic.TILE_WIDTH, \
SettlerMapGraphic.TILE_WIDTH, \
SettlerMapGraphic.TILE_WIDTH, \
True)
def writeFile(self, fileName):
self.bitmap.saveFile(fileName);
*** at the beginning of checkTurn:
if False:
settlerValues = {}
for playerIdx in range(con.iNumPlayers):
player = gc.getPlayer(playerIdx)
for x in range (0, 124):
for y in range (0, 68):
settlerValue = player.getSettlersMaps(67 - y, x)
settlerValues[settlerValue] = 1
for settlerValue in sorted(settlerValues.keys()):
print "settlerValue " + str(settlerValue)
for playerIdx in range(con.iNumPlayers):
player = gc.getPlayer(playerIdx)
playerName = player.getCivilizationShortDescription(0)
print "writing settler map for " + playerName
graphic = SettlerMapGraphic()
for x in range (0, 124):
for y in range (0, 68):
plot = gc.getMap().plot(x, y)
settlerValue = player.getSettlersMaps(67 - y, x)
# color = bmp.Color.WHITE
if plot.isWater(): color = bmp.Color.BLUE
elif plot.isImpassable(): color = bmp.Color.BLACK
# all tiles are at least 3
elif settlerValue == 3: color = bmp.Color.WHITE
# but some are favored than the base
elif settlerValue == 20: color = bmp.Color(190, 190, 190)
elif settlerValue == 40: color = bmp.Color(150, 150, 150)
elif settlerValue == 60: color = bmp.Color(110, 110, 110)
# at 90, no penalty for you to own these tiles
elif settlerValue == 90: color = bmp.Color.GREEN
# at 150, you negate 2 points of the city foreign occupation stability penalty
elif settlerValue == 150: color = bmp.Color.TEAL
elif settlerValue == 200: color = bmp.Color.MAGENTA
elif settlerValue == 300: color = bmp.Color.PURPLE
# at 400, -7 stability to city foreign occupiers, as long as it's in your "normal area"
elif settlerValue == 400: color = bmp.Color.DKRED
elif settlerValue == 500: color = bmp.Color.RED
elif settlerValue == 700: color = bmp.Color.YELLOW
else: assert False, "unexpected settler value " + settlerValue
graphic.setColor(x, y, color)
graphic.writeFile("c:\\" + playerName + ".bmp")
-----------------
checkTurn is called at the end of every turn, so just start a game and press Enter.