Resources in Final Frontier

Oops, seems I forgot a : at the end of one of the IF lines - my bad.

This is how the line should look:
Code:
			if (iBuild == iBuildExtractionFacility2)[b]:[/b]

That worked like a charm. The new EF's can now be built outside the borders. But as you surmised you do not get the resources when roaded to a colony. :D



:nuke: Cheers, Thorgrimm :nuke:
 
@CyberChrist, do you think you could come up with some code to get the resources back to a colony without the need of a border being present? :)



:nuke: Cheers, Thorgrimm :nuke:
 
I could yes, just not sure doing it from Python is desireable - from a perfomance perspective. SDK coding would be much preferable (back to my original moan about missing SDK source releases :p).

However, I will take a look and see if something can be cooked up for Python - when my time allows.
 
I could yes, just not sure doing it from Python is desireable - from a perfomance perspective. SDK coding would be much preferable (back to my original moan about missing SDK source releases :p).

However, I will take a look and see if something can be cooked up for Python - when my time allows.

lol, yeah having the SDK would make it so much easier for folks to mod FF. But we have to make do with what we have. :D And I look forward to anything you come up with. :)



:nuke: Cheers, Thorgrimm :nuke:
 
I could yes, just not sure doing it from Python is desireable - from a perfomance perspective. SDK coding would be much preferable (back to my original moan about missing SDK source releases :p).

However, I will take a look and see if something can be cooked up for Python - when my time allows.

CyberChrist, did you get a chance to 'cook' something up yet? :D



:nuke: Cheers, Thorgrimm :nuke:
 
Sorry, I kind of forgot about this - heh.

Seems like it might be a lot easier than I had expected. Try using the following attachment (my changes are contained inside # *** CC *** and # *** /cc *** comments if you need to copy'n'paste).

You will also need to make a text entry for TXT_KEY_FF_EXTRACTION_FACILITY_WON and TXT_KEY_FF_EXTRACTION_FACILITY_LOST (or change those to some other appropriate text keys).

(What happened to being able to attach .py files directly btw?)
 

Attachments

Sorry, I kind of forgot about this - heh.

Seems like it might be a lot easier than I had expected. Try using the following attachment (my changes are contained inside # *** CC *** and # *** /cc *** comments if you need to copy'n'paste).

You will also need to make a text entry for TXT_KEY_FF_EXTRACTION_FACILITY_WON and TXT_KEY_FF_EXTRACTION_FACILITY_LOST (or change those to some other appropriate text keys).

(What happened to being able to attach .py files directly btw?)


Outstanding my friend, I will get this in ASAP and let you know how it works.



:nuke: Cheers, Thorgrimm :nuke:
 
I'm very interested in what you've been doing with this.

Have you touched on asteroid mining at all?. Treating them as a limitless forest plot that can be harvested over and over again but with a variable amount of hammers generated each turn until the plot is exhausted. There may also be a bonus resource discovered. Like a rich Iron, Titanium, Berrylium, Neutronium Ore deposit (Randomly generated) or a Dilithium Crystal node (for the Trekkers amongst us):goodjob:

The plot would have a random minimum and maximum value of hammers. E.G plot a of the asteroids has a minimum hammer value of 600 and a maximum of 2000. Each turn a mining ship works the plot it harvest between 40 and 90 hammers from the total. Placing more than 2 mining ships in the same plot runs the risk of accidents. Collisions in space, mining accidents resulting in the loss of a mining ship or 2 and all the resources they mined that turn.

It all sounds very simple to me but then i don't understand half of what i'm looking at in XML at the moment. So, please forgive my noobness if this is not a possiblity :D
 
I'm very interested in what you've been doing with this.

Have you touched on asteroid mining at all?. Treating them as a limitless forest plot that can be harvested over and over again but with a variable amount of hammers generated each turn until the plot is exhausted. There may also be a bonus resource discovered. Like a rich Iron, Titanium, Berrylium, Neutronium Ore deposit (Randomly generated) or a Dilithium Crystal node (for the Trekkers amongst us):goodjob:

The plot would have a random minimum and maximum value of hammers. E.G plot a of the asteroids has a minimum hammer value of 600 and a maximum of 2000. Each turn a mining ship works the plot it harvest between 40 and 90 hammers from the total. Placing more than 2 mining ships in the same plot runs the risk of accidents. Collisions in space, mining accidents resulting in the loss of a mining ship or 2 and all the resources they mined that turn.

It all sounds very simple to me but then i don't understand half of what i'm looking at in XML at the moment. So, please forgive my noobness if this is not a possiblity :D

Not yet, but with the extraction facility now able to be placed outside a players borders, I am sure somebody could come up with something for Python to implement that. But first off I need the ability to plant resources on individual planets first. :D



:nuke: Cheers, Thorgrimm :nuke:
 
lol, yeah having the SDK would make it so much easier for folks to mod FF. But we have to make do with what we have. :D And I look forward to anything you come up with. :)



:nuke: Cheers, Thorgrimm :nuke:

Final Frontier does not have modified SDK components. All the code relating to the planets is in python, mostly in CvSolarSystem. It's well commented, so anyone with enough knowledge of python and modding civ and the time to figure it out should be able to easily modify it.
 
Final Frontier does not have modified SDK components. All the code relating to the planets is in python, mostly in CvSolarSystem. It's well commented, so anyone with enough knowledge of python and modding civ and the time to figure it out should be able to easily modify it.

And that is just the problem, I have not the slightest idea about how to go about writing code for python or any other programming language. :lol:

I have no problems with the XML, thats the easy part, but Python and any possible SDK, way beyond my abilities. :(



:nuke: Cheers, Thorgrimm :nuke:
 
Did you check the improvementInfos xml?

If this is in reference to planting resources on individual planets the XML files will not help. So it will have to be done in Python or do a SDK for it. Which, I am sorry to say, is far beyond my abilities. :(




:nuke: Cheers, Thorgrimm :nuke:
 
If this is in reference to planting resources on individual planets the XML files will not help. So it will have to be done in Python or do a SDK for it. Which, I am sorry to say, is far beyond my abilities. :(

Oh my gosh, my reply was waay out of date. I was responding to your post on the first page which I guess I thought was at the end of the thread.

Hey, on a side note, don't be afraid of Python, just dig in. It's alot of fun and costs no money. Just download IDLE from Python.org and treat python files just like XML, you make small changes to the existing files to tweak the behavior. IDLE comes with alot of documentation so you can learn things like controlling loops etc.
 
Also, take a look at the python tutorials here and the API. Final Frontier has a lot of its own code you will need to worry about, but it's very well commented.

I have looked at Python when I inserted the code CyberChrist wrote, and even after inserting it I STILL have not the slightest idea what it meant. And for example, on the first bit he forgot one colon and it had the planets disappear. One freakin colon wrong!

I am sorry, I believe in the saying, to thine own self, be true. So I KNOW I cannot code. If someone writes it and gives instructions how to insert the code I can do it. Write it myself, no way on god's green earth could I write code myself. :(

To me any programming language may as well be written in Sumerian Cuneiform or Egyptian Heiroglyphics. Since I can understand those as good as I would any programming language. :crazyeye: :lol:



:nuke: Cheers, Thorgrimm :nuke:
 
hey whats up? nobody posted on this thread for months, i hope this "project" isnt dead.
for me it would be enough that each star has it own resource, how to make that?
could u give me most recent code or file?
since u changed resources scale to 0 would it make normal resources also invisible?
 
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