Should be this block of code: CvDLLWidgetData.cpp#L1978How is the description of the Pillage event managed ? [...]
That's a good idea by the way. K-Mod allows pillaging one's own roads – but hasn't given owned roads priority over improvements.
Should be this block of code: CvDLLWidgetData.cpp#L1978How is the description of the Pillage event managed ? [...]
Should be this block of code: CvDLLWidgetData.cpp#L1978
That's a good idea by the way. K-Mod allows pillaging one's own roads – but hasn't given owned roads priority over improvements
Sounds like line ending problems to me. But for me Notepad++ always seemed to handle those fine.When I saved the code, opened it up in regular Notepad, and then saved it again without making any changes everything started working. I don't know what could be causing this?
Perhaps the skeletons have more than the usual 100 hitpoints and hence the extra combat rounds and extra (animated) battle turns. Well, whatever the cause, it should be possible to eliminate some of the battle turns (without affecting gameplay) in planBattle (CvUnit.cpp).Anyone know how to control the number of hits/shots a unit takes during the combat animation?
Been playing Ashes of Erebus and my archers are pretty horrible. I counted one archer take 20 shots at a skeleton before pulling out a knife to finish the bugger off.
My problem is that it looks good in the game but the city houses get inside the wonder.
Don't know if it is possible with Blender, but certainly with NifSkope. Although the images are now missing, maybe this tutorial can help you further: https://forums.civfanatics.com/threads/adding-teamcolor-to-units-in-5-steps.367092/#post-9262605My heart is broken with trying to apply team colours.
How do you set it up to use team colour when building a model in blender? Is there a tutorial that explains this?
What xml are you using for placement of the wonder? Is the selected node too small?
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_MACPELAH</Type>
<LSystem>LSYSTEM_3x3</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.49</fScale>
<fInterfaceScale>0.54</fInterfaceScale>
<NIF>Art/Structures/Buildings/macpelah/jewish-cathedral.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Cathedral_Jewish.dds,Art/Interface/Buttons/Buildings_Atlas.dds,5,14</Button>
</BuildingArtInfo>
case CONTROL_PING:
gDLL->getInterfaceIFace()->setInterfaceMode(INTERFACEMODE_PING);
break;
case CONTROL_SIGN:
gDLL->getInterfaceIFace()->setInterfaceMode(INTERFACEMODE_SIGN);
break;
virtual void setInterfaceMode(InterfaceModeTypes eNewValue) = 0;
# Rise of Mankind 2.9
def placeBuilding(self):
screen = self.top.getScreen()
panelName = self.top.getNextWidgetName()
screen.addPanel(panelName, localText.getText("TXT_KEY_UNIQUE_BUILDINGS", ()), "", False, True, self.X_BUILDING, self.Y_BUILDING, self.W_BUILDING, self.H_BUILDING, PanelStyles.PANEL_STYLE_BLUE50)
screen.attachLabel(panelName, "", " ")
for iBuilding in range(gc.getNumBuildingInfos()):
# buildings have several options for religions so need to check them all, only one of them needs to be True
iPrereq = gc.getBuildingInfo(iBuilding).getPrereqReligion()
iPrereq2 = gc.getBuildingInfo(iBuilding).getReligionType()
iPrereq3 = gc.getBuildingInfo(iBuilding).getStateReligion()
iPrereq4 = gc.getBuildingInfo(iBuilding).getGlobalReligionCommerce()
if (iPrereq == self.iReligion or iPrereq2 == self.iReligion or iPrereq3 == self.iReligion):
screen.attachImageButton(panelName, "", gc.getBuildingInfo(iBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, iBuilding, 1, False)
# elif (iPrereq == self.iReligion and iPrereq4 > 0):
# screen.attachImageButton(panelName, "", gc.getBuildingInfo(iBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, iBuilding, 1, False)
# Rise of Mankind 2.9
def placeBuilding(self):
screen = self.top.getScreen()
panelName = self.top.getNextWidgetName()
screen.addPanel(panelName, localText.getText("TXT_KEY_UNIQUE_BUILDINGS", ()), "", False, True, self.X_BUILDING, self.Y_BUILDING, self.W_BUILDING, self.H_BUILDING, PanelStyles.PANEL_STYLE_BLUE50)
screen.attachLabel(panelName, "", " ")
for iBuilding in range(gc.getNumBuildingInfos()):
# don't list buildings that are <bGraphicalOnly>
if gc.getBuildingInfo(iBuilding).isGraphicalOnly():
continue
# buildings have several options for religions so need to check them all, only one of them needs to be True
iPrereq = gc.getBuildingInfo(iBuilding).getPrereqReligion()
iPrereq2 = gc.getBuildingInfo(iBuilding).getReligionType()
iPrereq3 = gc.getBuildingInfo(iBuilding).getStateReligion()
iPrereq4 = gc.getBuildingInfo(iBuilding).getGlobalReligionCommerce()
if (iPrereq == self.iReligion or iPrereq2 == self.iReligion or iPrereq3 == self.iReligion):
screen.attachImageButton(panelName, "", gc.getBuildingInfo(iBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, iBuilding, 1, False)
# elif (iPrereq == self.iReligion and iPrereq4 > 0):
# screen.attachImageButton(panelName, "", gc.getBuildingInfo(iBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, iBuilding, 1, False)
Well, I copied your changes into the py file but the result is that I cannot open sevopedia any longerYou are on the right way. You can use the build-in function isGraphicalOnly(). The code below makes sure that every building with the <bGraphicalOnly> is not displayed.
Code:# Rise of Mankind 2.9 def placeBuilding(self): screen = self.top.getScreen() panelName = self.top.getNextWidgetName() screen.addPanel(panelName, localText.getText("TXT_KEY_UNIQUE_BUILDINGS", ()), "", False, True, self.X_BUILDING, self.Y_BUILDING, self.W_BUILDING, self.H_BUILDING, PanelStyles.PANEL_STYLE_BLUE50) screen.attachLabel(panelName, "", " ") for iBuilding in range(gc.getNumBuildingInfos()): # don't list buildings that are <bGraphicalOnly> if gc.getBuildingInfo(iBuilding).isGraphicalOnly(): continue # buildings have several options for religions so need to check them all, only one of them needs to be True iPrereq = gc.getBuildingInfo(iBuilding).getPrereqReligion() iPrereq2 = gc.getBuildingInfo(iBuilding).getReligionType() iPrereq3 = gc.getBuildingInfo(iBuilding).getStateReligion() iPrereq4 = gc.getBuildingInfo(iBuilding).getGlobalReligionCommerce() if (iPrereq == self.iReligion or iPrereq2 == self.iReligion or iPrereq3 == self.iReligion): screen.attachImageButton(panelName, "", gc.getBuildingInfo(iBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, iBuilding, 1, False) # elif (iPrereq == self.iReligion and iPrereq4 > 0): # screen.attachImageButton(panelName, "", gc.getBuildingInfo(iBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, iBuilding, 1, False)
Sorry, I edited my answer the same time as you answered. It was a TAB to SPACE error.Do you have python exceptions enabled?
I think that the copy-pasting broke the indentation. That causes syntax error, which is a common cause of the pedia not loading.