SargontheGreat2
Modder
Going to repost, anyone know how to add borders to buttons?
Going to repost, anyone know how to add borders to buttons?
They is a small list there, but roads are not mentioned. Neither is MagTube (planetfall rename).See if there is any python stuff under def canBuild(self,argsList): in CvGameUtils
def canBuild(self,argsList):
iX, iY, iBuild, iPlayer = argsList
pPlayer = gc.getPlayer(iPlayer)
pPlot = CyMap().plot(iX, iY)
# iBuildFarm = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_FARM')
# iBuildCondenser = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_CONDENSER')
iBuildForest = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_FOREST')
iBuildHybridForest = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_HYBRID_FOREST')
iBuildXenofungus = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_XENOFUNGUS')
iBuildSeaFungus = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_SEA_FUNGUS')
# iBuildSeaWindmill = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_WINDMILL_SEA')
# iShelf = gc.getInfoTypeForString('TERRAIN_SHELF')
iBunker = gc.getInfoTypeForString('UNITCLASS_BUNKER')
iFungalTower = gc.getInfoTypeForString('UNIT_FUNGAL_TOWER')
iBuildBunker = CvUtil.findInfoTypeNum(gc.getBuildInfo,gc.getNumBuildInfos(),'BUILD_BUNKER')
if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_ECOLOGY')) != gc.getInfoTypeForString('CIVIC_HYBRID'):
if (iBuild == iBuildHybridForest):
return 0
if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_ECOLOGY')) == gc.getInfoTypeForString('CIVIC_ENCLOSED_BIOSPHERE'):
if (iBuild == iBuildForest):
return 0
if (iBuild == iBuildXenofungus):
return 0
if (iBuild == iBuildSeaFungus):
return 0
...
return -1 # Returning -1 means ignore; 0 means Build cannot be performed; 1 or greater means it can
eRoute = ((RouteTypes)(GC.getBuildInfo(eBuild).getRoute()));
if (eRoute != NO_ROUTE)
{
if (getRouteType() != NO_ROUTE)
{
if (GC.getRouteInfo(getRouteType()).getValue() >= GC.getRouteInfo(eRoute).getValue())
{
return false;
}
}
// ************************
// Added for Planetfall
// ************************
if (isPeak())
{
/*if (eImprovement != NO_IMPROVEMENT)
{
if (GC.getImprovementInfo(eImprovement).isActsAsCity())
{
}
else
{
return false;
}
}
else
{*/
return false;
//}
}
[B]if (getTerrainType() != NO_TERRAIN && GC.getTerrainInfo(getTerrainType()).isRocky())
{
return false;
}[/B]
if (getFeatureType() != NO_FEATURE && GC.getFeatureInfo(getFeatureType()).getFloweringCounter100() > 0)
{
return false;
}
// ************************
// End Added For Planetfall
// ************************
I mean that, I've added the Alpha Channel, and the the spots that should be see-through have gray in them
Oh Modding Lords, I humbly seek the answer to a map generation question.
I would like to play the Hemispheres map without the arctic land always running into the poles. Like if there would be no land north of the purple line in the attached image. How do I change the map script to accomplish this?
def getTopLatitude():
"Default is 90. 75 is past the Arctic Circle"
return 85
def getBottomLatitude():
"Default is -90. -75 is past the Antarctic Circle"
return -85
I haven't tried it, but it might be enough to just add some lines to the end of the map script file (Hemispheres.py) to adjust the range of the globe that the map covers. It would look something like this:
Pick your return values as desired, my example sets both top and bottom to be 5 degrees lower than the default full globe which ought have the ice zones not start until a couple plots closer to the edge.Code:def getTopLatitude(): "Default is 90. 75 is past the Arctic Circle" return 85 def getBottomLatitude(): "Default is -90. -75 is past the Antarctic Circle" return -85
terraingen = TerrainGenerator()
terraingen = TerrainGenerator(fSnowLatitude=0.8,fTundraLatitude=0.65)
Look at Asaf's A simple guide to compiling the DLL.Can somebody give all things that I need and I need to learn to edit the DLL/SDK?
The way the terms are used around here, not much. You use the SDK to build the DLL, specifically the CvGameCoreDLL.dll file used by the game.Also what is the difference between SDK and DLL?
Decide most of what you are going to do. Really. At least in broad terms. (It can change later, but you need to start somewhere.)Also what is the first thing that I should do to get this RFC project started?
Thanks!
how do you add permanent alliances in A .WBS file?When I attempted to add teams it said you have been defeated when I added china us and russia to team=0.
Can i add new FLAVOR type in game?
You have to define them in GlobalTypes.xml.
They are also defined in the dll (CvEnums.h) as they are used in formulas for the AI to better choose productions/research Techs.
However, I think that you don't necessarily need to define them in the dll.
enum FlavorTypes // Exposed to Python
{
NO_FLAVOR = -1
};
enum FlavorTypes // Exposed to Python
{
NO_FLAVOR = -1,
// K-Mod. These are the current flavors defined in GlobalTypes.xml
FLAVOR_MILITARY,
FLAVOR_RELIGION,
FLAVOR_PRODUCTION,
FLAVOR_GOLD,
FLAVOR_SCIENCE,
FLAVOR_CULTURE,
FLAVOR_GROWTH,
// K-Mod end
};