Simple Python Things

Hmm personally, I will say existing ones should definitely be out. Doesnt seems nice to have 2 or more China in a game, especially when one may be very powerful, while the other is a newly created colony. The colors used would be similar I guess, resulting in unidentified cultured tiles, since it will just say "belongs to Chinese", but which Chinese empire?

And it will be more weird if you are Greece, and you choose your colony as... Greece

Same goes for leaders. Having 5 Alexanders in a game sounds fun, but... weird

But of course, the final decision lies with the modder :goodjob:
 
Hmm personally, I will say existing ones should definitely be out. Doesnt seems nice to have 2 or more China in a game, especially when one may be very powerful, while the other is a newly created colony. The colors used would be similar I guess, resulting in unidentified cultured tiles, since it will just say "belongs to Chinese", but which Chinese empire?

No, colours would be different, that's not an issue here.

And it will be more weird if you are Greece, and you choose your colony as... Greece

Same goes for leaders. Having 5 Alexanders in a game sounds fun, but... weird

But of course, the final decision lies with the modder :goodjob:

Yeah, I also think about that.
Sure, weird, but hey, it's a human only, single player only feature, so if you decide to do something dumb, then you can.
But for some people alone the option to create doubles might already impact the feeling for "realism", so I don't know at the moment.
 
Love it! Except the fact that Alexander pops up and then u choose to change te civ/leader can u change this so that u pick the civ right at independence? That way it won't take up 2 civ slots
 
Hello, I search a way to make some bonus production on building (for exemple, steel by the ironworks with access to coal + iron) which can be disable if the needed resource are lost, and rebegan to produce if they are retrieve, and so on.
 
If you mean this screen:
Spoiler :
civ4screenshot0003.jpg


then it's sadly in the .exe :sad:.
 
In "SevoPediaMain.py" have a series of "self.mapListGenerators = {"

like:
SevoScreenEnums.PEDIA_BUILDINGS : self.placeBuildings,
SevoScreenEnums.PEDIA_NATIONAL_WONDERS : self.placeNationalWonders,
SevoScreenEnums.PEDIA_GREAT_WONDERS : self.placeGreatWonders,

How do I create a self.place "personalized" and apply to buildings that I select?
Thanks!
 
...er...what would be the selection crition for these buildings?
Because there's a version here for buildings which depend on a special tech. If it's something else then you should better say what you want, because you can see that quite some changes are needed.
 
...er...what would be the selection crition for these buildings?
Because there's a version here for buildings which depend on a special tech. If it's something else then you should better say what you want, because you can see that quite some changes are needed.

This is what I'm looking for. But I think something might be wrong in this files. I replaced in the bug 4.4 and sevopedia not opened. As well I try merge to mine and also didn't open. Before take these files was doing this same work on my own and happened to me sometimes (achieve some progress but not exactly the screen I wanted). Still do not know what can be. How can I test your files? - Is there a mod that you can just replace the files and see civilopedia with your modifications? (I didn't find the first part of the "main").
 
If you can't find parts to merge, then there's certainly something wrong.
Could you attach the merged file?

Easiest thing to test is probably a clean sevopedia only installation.

And since you didn't mention it, you should have Python exceptions enabled, so that you get error messages in case something is wrong.
How to: In My documents\My Games\BtS\Civ4.ini change
PHP:
; Set to 1 for no python exception popups
HidePythonExceptions = 1

to 0, and then see what errors appear during loading/accessing the pedia.
 
That they are modded quite a bit doesn't make it very easy ^^.

The basic errors:
In the line:
PHP:
SevoScreenEnums.PEDIA_BUILDINGS_SPECIAL	: : self.placeBuildingsSpecial,

the double "double dot" is wrong, it should only be one double dot.

And in the line:
PHP:
SevoScreenEnums.PEDIA_BUILDINGS_SPECIAL	: SevoPediaBuilding.CvPediaBuilding(self),

the CvPediaBuilding(self), should be SevoPediaBuilding(self),


Please test if this is enough (also click on the new entries and see if they are at the left still in the right category). If not I'll have to see where the other custom code for the buildings prereq civ is (so that I can get rid of it in my version, causes exceptions, since it's not in vanilla).



-------------
@ all other stuff: Have not forgotten it, but I'm a bit busy with other things (played a bit :blush:, also RL and working on some civ5 overview here online). Hope to work a bit on the other things at the weekend.

edit: I think the colony thing can be done before the normal colony appears, by deactivating the normal liberation function and writing a custom one. Should not be too hard.
 
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