Simple Python Things

Hello,The_J.
I followed your instructions for the specificstarting popup,but there is one problem.
It constantly appears and when I press "OK" it just appears again.
No matter how many times I press "OK",it always reappears.
Can you please help me?
PS:This is how it looks like in game...
Spoiler :
attachment.php
 

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I merged your python file with that from Next War because my mod is based on it.
Here is the full CvEventManager.
 

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There's itself no error in the code, so I'm not sure what's happening.
The only difference which I can see is that you put the popup before the dawn of man screen. While I don't know why this could be a problem, I'd suggest moving it afterwards, just to exclude that there's something special happening with the dawn of man, which could cause the problem.


Unrelated side note: If you merge further staff into your mod, you should also copy the comments. That makes it easier to see where custom code begins, and where the custom code ends. Especially when more than 1 mod component is present in a function.
 
I've uploaded VictoriesPlus, a small addition of 2 new victory types: Build a project and win, or destroy 2 civs and another civ wins (not necessarily the destroyer).
For more info please see the file entry.

Spoiler :
victoriesplus_v23.jpg


Thanks to platyping for his help and platyping and j_mie for helpful code additions :).
The component is a combined request from Civciv5 and topsecret.




I probably have a bit time in the next days, so if somebody has an idea...
(but please no screens and events, don't like them :mischief:)
 
I've uploaded VictoriesPlus, a small addition of 2 new victory types: Build a project and win, or destroy 2 civs and another civ wins (not necessarily the destroyer).
For more info please see the file entry.

Spoiler :
victoriesplus_v23.jpg


Thanks to platyping for his help and platyping and j_mie for helpful code additions :).
The component is a combined request from Civciv5 and topsecret.




I probably have a bit time in the next days, so if somebody has an idea...
(but please no screens and events, don't like them :mischief:)

The following is a bit long...
Spoiler :
YEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!


I'll get back to modding my mod. Thanks, The_J :goodjob:

Just one request: Is there some way to combine the two together? So you have to build a project AND the other two (or X) civs are dead?
 
Sure doable, but will probably lead to some code clutter (which is not a problem for you, just for me :D).
Not sure if the victory screen is that easy though, because the Utopia is put there automatically, and not sure if combining both parts will work that easy :hmm:.

If you want such a setup, then I'll put an adjusted version together tomorrow (not now, it's already late in the night).


Side note: I know you requested that quite some time ago, so I want to emphasize again: If I forget stuff, then remind me. I'm forgetful, and I know that. I sometimes really need a reminder.
 
Sure doable, but will probably lead to some code clutter.
Not sure if the victory screen is that easy though :hmm:.

If you want such a setup, then I'll put an adjusted version together tomorrow (not now, it's already late in the night).


Side note: I know you requested that quite some time ago, so I want to emphasize again: If I forget stuff, then remind me. I'm forgetful, and I know that. I sometimes really need a reminder.

Um, I forgot about it, too. It's called Rome: Total War :blush:
 
There is one other thing I was gonna request:

Is there some way to spawn units on a turn? Maybe you could make it work like Spawn-a-civ, with the custom XML, only it would only require spawn the units, not a new civ. ;)
That way I could make Rohan get some horsemen just the turn they need them :p
 
what was the helpful code from me? :lol:

@topsecret
it's possible to spawn units yes, you should probably use events to spawn though
 
There is one other thing I was gonna request:

Is there some way to spawn units on a turn? Maybe you could make it work like Spawn-a-civ, with the custom XML, only it would only require spawn the units, not a new civ. ;)
That way I could make Rohan get some horsemen just the turn they need them :p

gah, now you're the second person who wants such a component.
Guess I'll have to do it :D.

what was the helpful code from me? :lol:

platyping said that a part of the modifications in the CvPediaProject is from you.
 
gah, now you're the second person who wants such a component.
Guess I'll have to do it :D.

Yay! You're now my favorite person on the internet :p
 
In that case I'd suggest that platyping releases it as mod component :D.
Else I can write it on my own, shouldn't be too difficult.

Do you think I could do it with Events? There's no reason for you to have too much work. Maybe just some python that forces the event to spawn units at tile X,Y?
 
Just checked it, there's no possibility to define a X and Y in any of the events files, so that would still need Python.


Some thoughts about the mod component: Obviously you'd need to define a civ, a round to spawn, the type and number of units and the location.
In case no location is given, I'd make them spawn in the capital.
Else I guess peace and open borders have to be respected, as well as spawning within enemy stacks or cities (in that case a test for neighbouring plots would be needed; if all fail, then no units are spawned).
I'd not care about the terrain. If you want units in water or on a peak, then it's your decision :D.
Did I forget anything?
 
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