Rhye's Catapult

Rhye said:
http://rhye.civfanatics.net/civ4/files/RhyesCatapult038B.zip

here's the alternative version with late starts.
I haven't checked all the 18 civs, just a couple of them and they were working fine, except for that lion that couldn't be deleted with a script


In this alternate version, we would still be able to play the start from 4000 BC version, right?

If not, how do I set up the files so I would be able to run both versions? I am not the best modder (but getting better)
 
Rhye, I modified some of the python files from the 0.38 release in order to make integration with other mods/add-ons painless. Now the whole mod can (and should) be copied to the CustomAssets folder under My Documents\My Games\Sid Meier's Civilization 4\ folder (this is the default, custom installs may have different folders).
Affected files:
- Rhye's Catapult\Assets\Python\EntryPoints\CvEventInterface.py -- removed
- Rhye's Catapult\Assets\Python\CvRhyesCatapultEventManager.py -- removed
- Rhye's Catapult\Assets\Python\RiseAndFall.py -- added 4 functions at the end.
Send me a mail if there's more I can do.
 

Attachments

Rhye, here is my first diplo with Spain, AD 730
I have the save file from AD 690 if needed.

Evaluate...
 

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  • rhye-038b-spaintech.JPG
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Here I proudly present my Roman Empire, born in BC 750
and now at the dawn of feudalism, surviving barbarians, on Prince level :)
 

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  • rhye-038-Rome-730.JPG
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@Soma

Running v038B do we have an option of starting at 4000BC or at civ spawn? The DL of 038B seems to be a full version, not just a different map.
 
enen said:
Rhye, I modified some of the python files from the 0.38 release in order to make integration with other mods/add-ons painless. Now the whole mod can (and should) be copied to the CustomAssets folder under My Documents\My Games\Sid Meier's Civilization 4\ folder (this is the default, custom installs may have different folders).
Affected files:
- Rhye's Catapult\Assets\Python\EntryPoints\CvEventInterface.py -- removed
- Rhye's Catapult\Assets\Python\CvRhyesCatapultEventManager.py -- removed
- Rhye's Catapult\Assets\Python\RiseAndFall.py -- added 4 functions at the end..

Thank you, I've looked through your changes, but can you explain us what's the advantage of putting python files in a folder that's different from the mod's one?


enen said:
Send me a mail if there's more I can do.

in version 038B, can you take a look at Riseandfall, line 896? It seems that the lion in 0,0 isn't killed.
 
first game finished. cultural vicotry in 1840. 9 hours and 1 minute

Many civs that spawned died without even meeting me in a couple of turns, like the Americans. In the end the ubercivs were China, Egypt, Rome and France.

I think I should try a higher difficulty for the next test.
 
Rhye said:
038B is a full alternative version that will let human player start later instead of in 3000BC. No option.

If we install 038B can we still run 038A? If not, as it overrights files, what do I need to change in order to allow them both to run in seperate games?

Thanks!
 
I fired up a game as the Arabs, but on startup in 620AD I had no techs! Not the best of positions to be in...
 
Ha ha! I tried the Spanish this time. But as I was waiting to spawn, Asoka won a Conquest victory in 1700 BC! Look:

Civ4ScreenShot0000.JPG
 
Spain does not start with any techs either.

(I hit the 'one...more...turn' button following Asoka's chance win)
 
No techs for the English either.

The late civs are meant to get techs, right?

And Asoka won a a Conquest victory in 1700 BC again. Maybe those barbs wiping out the Chinese and the Egyptians should be toned down a little.
 
Now I know this will require a good deal of work, but why not make a seperate spawn script for each of the nations that place other civs, cities, units, techs, diplomacy etc. - so it fits the historical scene of the time that nation came into play?

This would avoid having to wait for other nations playing up to the correct spawn time of the players chosen nation - and the often weird shape of the world that seems to be the result from the current way it works.

You would probably need a reengineered upstart menu also where player can choose between starting from 4000BC regardless of chosen civ, let AI civs run through the motions until time of spawn or start with the world looking as close as possible to the historical setup using the seperate spawn scripts I suggested above.
 
Version B is messed up, me think. First I tried playing as england and after some short waiting I got to start. Corinth became my capital west of london - it had 2 wonders(!) - the great library and the greek national epic. That was great but something was wierd - instead of seeing corinth in the map the city was represented as ruins(but still had culture and the city screen worked). I also had no techs. I wanted to try persia. So I started but during the waiting I was informed that all 3 ancient civs were destroyed! When the time arrived for me to spawn I didnt get any unit but that lion. It happened 2 more times when I tried persia again and then rome. In all 3 times the 3 civs were destroyed by the barbs before the time greece is supposed to spawn in, and it didnt.
Something is clearly broken.
 
Well, for me it worked, since as Rome I got techs and units, too...

So far it is only that Spain had no techs...

Some annoyances:

- I don't like that big Greek city in England
- China still gets into Europe in the ancient times with a warrior
- AI Egypt should develop at start
- Germany has sometimes only 2 cities

I think I will play this game with Rome till the end,
to see how many turns it takes to get to the end of the tech-tree.

So far, as Rome, I am in sync with history, I have just got Feudalism in about AD 700
 
Rhye said:
Thank you, I've looked through your changes, but can you explain us what's the advantage of putting python files in a folder that's different from the mod's one?
Oh, wait a sec, the mod isn't supposed to be copied into the main civ folder? :blush:

Rhye said:
in version 038B, can you take a look at Riseandfall, line 896? It seems that the lion in 0,0 isn't killed.
I see that lines 896-903 are commented out. I don't understand what the problem is: is the lion there besides of commented out code or the lion isn't killed because that the code isn't executed?
 
enen said:
Oh, wait a sec, the mod isn't supposed to be copied into the main civ folder? :blush:

It has to be unzipped in program files\....etc etc. \Mods\

not in c:\documents and settings etc. etc.

isn't this the standard way? :confused:

enen said:
I see that lines 896-903 are commented out. I don't understand what the problem is: is the lion there besides of commented out code or the lion isn't killed because that the code isn't executed?

I commented it out later, but if you uncomment it and try, you'll see that it doesn't work
 
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