Simple Python Things

*facepalm* logical error from my side.
The new colony has all the techs from the master...it just gets them after the unit spawning code has run, so that in the base game you'd always get warriors :wallbash:.

-> fixed that, and added just for the case that there's really nothing to conscribe another function which will search the best unit manually.
Thanks for finding this error :).

The whole thing has been re-uploaded now (link again), you just have to replace the choosingColonies.py and change the both variables.
 
*facepalm* logical error from my side.
The new colony has all the techs from the master...it just gets them after the unit spawning code has run, so that in the base game you'd always get warriors :wallbash:.

-> fixed that, and added just for the case that there's really nothing to conscribe another function which will search the best unit manually.
Thanks for finding this error :).

The whole thing has been re-uploaded now (link again), you just have to replace the choosingColonies.py and change the both variables.
glad i can help and im glad it works now!

Quick question, for the extra sevopedia page, do you think thats easily repeatable? i tried to repeat it for another tech, but it didnt work:(
 
Have multiple new pages, Im looking at adding three more building pages based on techs, 1 new civic page based off of the civicoptoin it has, and one page for World units (which can probably be borrowed from another mod), would addding these pages be easy since you have already done it once? If you did another building one for me I can definatly notice the changed between the two and repeat it

EDIT: Assuming your curious why I need so many pages. for buildings I want, tourist attractions (ancient wonders), sky scrapers, corporations (to avoid the limit on corps in civ 4, i removed corps and have a new idea for adding corp buildings), and organizations
 
Another buildings screen should not involve much more than C&P and adjusting the function names.
Did you already try it once (and failed), or is this a general question?

I have tried it once (and failed:crazyeye:), the py file thats about the page numbers, that one is self explanitory, but im just not sure which things to rename
 
Thanks :).

I have tried it once (and failed:crazyeye:), the py file thats about the page numbers, that one is self explanitory, but im just not sure which things to rename

I guess I'll then have to add a generic example where it's obvious what to change :D. Will see when I have time for that :).
 
Sorry that I'm currently a bit slow, I'm a bit lazy and demotivated (in general, not Civ specific).

Have multiple new pages, Im looking at adding three more building pages based on techs, 1 new civic page based off of the civicoptoin it has, and one page for World units (which can probably be borrowed from another mod), would addding these pages be easy since you have already done it once? If you did another building one for me I can definatly notice the changed between the two and repeat it

EDIT: Assuming your curious why I need so many pages. for buildings I want, tourist attractions (ancient wonders), sky scrapers, corporations (to avoid the limit on corps in civ 4, i removed corps and have a new idea for adding corp buildings), and organizations

Can you be totally specific about what you want?
I'll just directly put it into the .py files of TTT, because why should anyone merge something which is not of use for anyone else? doing it directly makes more sense.
 
well theres several pages I want, but i would wait to start on them untill 2moro, i will probably update my mod sometime tonight, or tomorrow at latest, and the python screens were edited between the last update
heres the pages I seek:
3 new building pages, all based on techs, do any techs for now since the three things aren't in the mod yet
1 page for units that can only be built once in the world (have been seen in many other mods)
1 page for city states (Civs that have the UU city state founder)
1 page for languages (a certain type of language, its under CIVICOPTION_LANGUAGE)

No rush on this, wheneve you have time:D Hope ya get some life motivatoin!:goodjob:
 
speaking of that, is there anyway to have an automatic relationship boost if they have same language civic?

Nope, not really possible, because there's no trigger for civic changes in Python. Means it can't be detected if a civic is changed or not. The only solution here would be to check them every round, but that's so damn ugly that I refuse to do it :D, sorry :(.
 
I think BUGEventManager has though:
Code:
def onPlayerRevolution(self, argsList):
	ePlayer, iAnarchyTurns, leOldCivics, leNewCivics = argsList

If he is using BUG mode, then maybe it can be done, though I still havent bothered to explore it further lol
 
I normally also don't deal with BUG, so no idea :dunno:.

Not good at python but yes i know checking something every turn isn't good for gameplay...and i definatly don't want that
is there anyway to make civics unchangable? The purpose of having langauges is to boost relations between them (right now that only sort of works as it helps toward the chance of "We like the civics you picked" or whatever its called. no one in my mod ever changes it, unless the user asks them, and ive never seen one AI ask another, so is there a way to restrict them from being changed?
 
Do they have their sort of civic as default, or do they have to change to it at some point in the game?
Because you can forbid that a different type of civic is changed at all, but if you don't start with the right one, you'll just be locked in the default type.
 
Do they have their sort of civic as default, or do they have to change to it at some point in the game?
Because you can forbid that a different type of civic is changed at all, but if you don't start with the right one, you'll just be locked in the default type.
yes theres 10 to 15 or so languages and every civ starts with the language it should, and i want them to get a boost that way civs like china/north korea or us and uk or germany and austria typically have better relations

EDIT also mod was updated already
 
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