Requesting following features

though I do not have the start coords and can give you some fake ones!
I mean that you should probably give each major player a startingX and startingY tag in the BeginPlayer section of the WBS. Because I would then be able to fetch the starting plot with CyPlayer.getStartingPlot(). So there would be no need to set constants for each starting plot in Python.

Can you do this?

The only rebellion that should be crushed down is the civ specific one. therefore the slaves would not get fliped but if greece died the hellenic rebels themselves would take their place, no other.
Right.

@ baldyr : currently I have not got around to putting everyone on islands (because of the small errors that would make in testing)
I'm not following, sorry... :confused: Could you explain what you have done first, then explain what you haven't (yet?). Because I'm at loss here.

maybe use the civil war unit rosta aswell for example archer in every city plus 3 offensive in the capital
This is not very specific specification at all. I simply don't understand what you mean or what to do with the information. :p Please spell it out exactly the way you want it, or we'll end up with something you don't want.
 
I havent put the islands in the WBS basically.

Ok, It uses the civil war roster (axe, sword etc) and spawns 3 of them in the capital. However it uses the archer/advanced archer roster to spawn 2 units in each of their cities: for example:

capital 3 swordsmen and 2 achers

city 1 2 archers

city 2 2archers

city 3 2 archers


this civ has archery and ironwroking as it's best techs.

so you can see that 3 units of swordsmen in the capital and 2 archers (highest tech) in all of the other cities...)
 
I havent put the islands in the WBS basically.
So the death-of-Civ messages are still displayed after the first turn? :confused:
 
yeah but I have an idea :D IF the death of a civ message is triggered in python then we can modify it a little to make it contain an if statement say that if isDate() < (what ever year turn 3 is...):
return

which of sourse will make it so that the death message will not appear...

(I just noticed that I no longer think about syntax :D I do it without thinking now!)
 
No, unfortunately the messages aren't printed or triggered by Python, AFAIK... I would certainly have addressed them already if they were. The question beckons - where are they coming from, exactly? And where is the message itself defined?

It would probably be possible to do what The_J initially proposed, and add new Civs dynamically as they appear. But this would basically require a full overhaul of the current code, and I unfortunately don't have the time for this. :p
 
that would be unnessicary... I hope somebody wwanders past who can tell us about the messages though...
 
The text itself is defined in CIV4GameTextInfos.xml (TXT_KEY_MISC_CIV_DESTROYED) and by entering an empty string it should be possible to remove these hard-coded messages. Then we can add our own messages with a Python callback - but only if a major Civ is destroyed.

Try this and report back! Because if there are not undesired side-effects we don't actually need those place-holder units on those islands, after all.
 
I like that idea!

we could always use the callback in eventmanager which does something when a player is alive again to use this (not sure though) I will scan the xml files soon

edit: ok you found them :p I will try and figure something out for a new system...

One thing must be mentioned though... how are we gonna change the text?! It could just be made blank but then I'm not quite sure how...
 
Try this:
Code:
	<TEXT>
		<Tag>TXT_KEY_MISC_CIV_DESTROYED</Tag>
		<English></English>
		<French></French>
		<German></German>
		<Italian></Italian>
		<Spanish></Spanish>
	</TEXT>
If that fails, try a single blank space for each language entry.

edit: It would also be possible for Asaf to add a new XML tag in GlobalDefines that disables the hard-coded message. ;) Or that only displays it for major players.
 
I know this but unfortunatly I am not sure whether this could be defined in the mods text file (and thus overide the vanilla desicion) or whether the main code itself needs to be redirected to a new txt tag. Because it may require editing a vanilla file which of course, not work for anybody else. So asafs option may be the logical one for us.
 
No, no... Add the TXT_KEY_MISC_CIV_DESTROYED entry to any of your mod's XML files (preferable some where you're defining mod messages) and it will work. Because then the original entry from Vanilla loaded on initialization will simply be overridden when your mod is loaded.

Try it already! :D
 
Ok, good. Once I know what needs to be done, I can get started.

So, do we need death-messages and what should they be? (Major players only, of course.) If you wanna keep the original message, but have it be triggered by Python instead, you could add this XML tag to your mod:
Code:
	<TEXT>
		<Tag>TXT_KEY_[B]PY[/B]_CIV_DESTROYED</Tag>
		<English>The %s1_CivAdj Civilization has been destroyed!!!</English>
		<French>Les %s1_CivAdj ont été écrasés !</French>
		<German>Die %s1:3_CivAdj Zivilisation wurde vernichtet!!!</German>
		<Italian>La civiltà %s1:4_CivAdj è stata distrutta!</Italian>
		<Spanish>¡La civilización %s1:2_CivAdj ha sido destruida!</Spanish>
	</TEXT>
Or whatever you wanna rename the tag. (TXT_KEY_PY_CIV_DESTROYED_II?)
 
I tend to name python XML after the module that uses it for example:

TXT_KEY_MODEVENTS_SPARTICUS_HEADER

so probs

TXT_KEY_(insert module name here)_CIV_DESTROYED

with the standard text!

should we have it that minor death messages can be diplayed as long as it is past a certain date?
 
I tend to name python XML after the module that uses it for example:
This strikes me as a fine idea.

should we have it that minor death messages can be diplayed as long as it is past a certain date?
You're the designer, so that would be yes. :D

But I really don't see the point in both having a end-of-rebellion message and a death-message. So we could only skip the rebel civs, then? (Other minor Civs would have the death-message.)
 
mmm I need a task list as currently very unorganised:

test civ destruction tag removal DONE

test rebellions

make sure I have following items: Diplo reset, rebel to major, catapult construction (how is that going?)

translate...(I hate doing this :()

Coordinates DONE

Also how is the senate class coming along?

Is there anything I am missing from my list? :D
 
All I can say is that I think I better get to it. :p

I'm gonna assume that we don't need any place-holder units in no-mans-land (and thus don't need to kill any off) and that we need to add our own death-messages.

What about adding those starting locations in the WBS so that I can use those plots as the capitals once a rebel flips to major?
 
can I ask where you would put the death messages? For now I will presume custom features

TXT_KEY_CUSTOMFEATURES_CIV_DESTROYED

I will attach the new WBS soon (to this post) with coordinates!

(It will still contain the units floating in the sea!)

also were we ever going to make the ERE get rebellions? If so then you will have to use constaninoples coords as thei starting point is in the sea!

(I tested the message overide and it works! no display of death messages for them!)
 

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