tRebelUnits = (
(eBronzeWorking, eAxeman),
(eIronWorking, eSwordsman),
(eAdvancedBronzeWorking, eAdvancedSpearman),
[B](eAdvanceIronWorking, eAdvancedSwordsman)[/B]
)
Well... According to the data structure we made it should indeed have been axemen - unless they have been replaced with some other unit type, or the eAxeman constant has been incorrectly defined. I just don't know without having your set of files and looking it up in the XML.I was testing the ERE code, and I captured byzantium with some worldBuildered Advanced Swordsman (top tech bronzeworking) and the ERE got advanced swordsmen.... they should have axes? or spears?
eAdvancedBronzeWorking = getIndex("Tech", "Advanced Bronze Working")
eAdvanceIronWorking = getIndex("Tech", "Advanced Iron Working")
eAdvancedBronzeWorking = getIndex("Tech", "Bronze Working II")
eAdvanceIronWorking = getIndex("Tech", "Iron Working II")
eAdvancedBronzeWorking = gc.getInfoTypeForString("TECH_ADVANCED_BRONZE_ WORKING_ II")
eAdvanceIronWorking = gc.getInfoTypeForString("TECH_ADVANCED_IRON_ WORKING_ II")
##Marius Reform##
iMissionsNeeded = 0
iCitiesNeeded = 10
mariusHeader = "Marius Reform"
mariusMessage1 = "An old soldier called Marius has called for the Roman Army to be reorganized, this means that as of now, all your cities give units +1 experience on build!"
mariusMessage2 = "A man called Marius has called for the Roman Army to be reformed!"
def eventMarius():
if getNumPlayerCities(eRome) >= iCitiesNeeded and getGlobalData("iMissionCounter") >= iMissionsNeeded:
addMessage(mariusMessage2, (), eWhite)
showPopup(mariusHeader, mariusMessage1)
setRomeExtraXP()
#Marius XP give#
def isRomeExtraXP():
"""
Returns True if the "bExtraXP" flag has been set. Otherwise returns False.
"""
return getPlayerData(pointer("Rome", playerID), "bExtraXP")
def grantExtraXP(pUnit):
if isRomeExtraXP() and pUnit.getOwner() == pointer("Rome", playerID):
pUnit.setExperience(iRomeExtraXP, iRomeExtraXP)
def setupKill():
setGlobalData("bMariusFired", False)
def killMariusCode():
setGlobalData("bMariusFired", True)
def getMariusFired():
getGlobalData("bMariusFired")
and then in code:
##Marius Reform##
iMissionsNeeded = 0
iCitiesNeeded = 10
mariusHeader = "Marius Reform"
mariusMessage1 = "An old soldier called Marius has called for the Roman Army to be reorganized, this means that as of now, all your cities give units +1 experience on build!"
mariusMessage2 = "A man called Marius has called for the Roman Army to be reformed!"
def eventMarius():
if getNumPlayerCities(eRome) >= iCitiesNeeded and getGlobalData("iMissionCounter") >= iMissionsNeeded and getMariusFired() == False:
if isHuman("Rome") == True:
addMessage(mariusMessage2, (), eWhite)
showPopup(mariusHeader, mariusMessage1)
setRomeExtraXP()
killMariusCode()
def onUnitBuilt(self, argsList):
'Unit Completed'
city = argsList[0]
unit = argsList[1]
player = PyPlayer(city.getOwner())
CvAdvisorUtils.unitBuiltFeats(city, unit)
if (not self.__LOG_UNITBUILD):
return
CvUtil.pyPrint('%s was finished by Player %d Civilization %s'
%(PyInfo.UnitInfo(unit.getUnitType()).getDescription(), player.getID(), player.getCivilizationName()))
Custom.grantExtraXP(unit)