Star Sign modmod

Frankly speaking, I have no idea why are there 2 places defining the same global variables, but I just leave them alone.

Remove all unnecessary stuff.
There are even variables defined which are not used anywhere at all.

And looking at what it is doing...
It is gonna be taxing on performance when there are alot of barb units.

What it does:
Every single turn:
Loop through every single unit of barb player.
If it is a camp unit:
Roll a number and do this do that blah blah blah
Then spawn the selected unit.

Guess what happens every turn when barb player has 100+ units?


OK i just tried this and it does NOT work at all the way it is supposed to yet, it does NOT settle down when you click on "fortify." It just fortifies, and nothing else????

Look and try out the original first and see what i mean, thx.
 
Didn't bother to test the modified file because I don't use BUG.
BUG screws up in game python testing for me...

Anyway testing the original, first of all, there isnt a fortify mission in the first place.
Making it sleep will just change its animation thats all.
So what is different from the modified one?
 
Didn't bother to test the modified file because I don't use BUG.
BUG screws up in game python testing for me...

Anyway testing the original, first of all, there isnt a fortify mission in the first place.
Making it sleep will just change its animation thats all.
So what is different from the modified one?

My bad,
i meant "sleep" The modified one does not do this, it just sits there, and not in the "camp" mode.

I was also just wondering IF it could be made to NOT be located on an island/continent by itself, because this unit "Camp" needs to be WITH another civ located on the same continent with another civ, otherwise it wont work correctly? It needs to INVADE that civ and take over its normal "palace." WithOUT razing it, of course:confused:
 
Nothing has changed regarding the sleep code.
Thus whatever went wrong will be all in the other files.
 
But how can it, its exactly the same really. Just in module form.

I cant figure any of this out, the Star Signs, i have no idea what to do, the Camp, doesnt work, HELP!!:help:

btw DH when are you getting back??
 
I am back, I fell down the stairs exiting the plane so am a bit sore, but I am back. I am not sure about all this "camp" mod stuff is, but as far as I know I got the Star Sign mod working for you OK. Is the current one in the first post?

As far as I have tested onUnitCreated does not happen onUnitBuilt but does on some of the other instances mentioned. I'll recheck. If you only want the Star Sign to occur on newly built units and units created via buildings (eg crusaders) then we will need to change the code a bit.

So what sort of units don't get Star Signs (workers, ships, treasures)?

When don't units get star signs
- created by building (crusaders, tamed/subdued animals...)
- captured units (including war prizes, captives, missionaries)
- hero generated units eg Sparticus/gladiators
 
link is dead i could use this anyone have the component by itself?
It's already in C2C as a core non-optional feature now.
 
It's already in C2C as a core non-optional feature now.

yeah i tried to take it from there, I put the starsigns file in python, and the art and xml in a module, didnt work, tried adding it directly to my mod also did not work, I dont really know what im doing so probably missed something, my python skills are limited to trying to copy paste stuff in the right places, so it helps if i dont have to try and find all the seperate components.
 
yeah i tried to take it from there, I put the starsigns file in python, and the art and xml in a module, didnt work, tried adding it directly to my mod also did not work, I dont really know what im doing so probably missed something, my python skills are limited to trying to copy paste stuff in the right places, so it helps if i dont have to try and find all the seperate components.
Ah... we have not designed C2C with the ideal of making all elements capable of being easily ported to another mod, quite the opposite. It's not to protect Intellectual property or anything, just something we have optimized our efforts and thus made greater progress by not going out of the way to provide that. Particularly since much of the platforms we're built on require special programming considerations, like BUG, for example. You can try to take anything and we'd support you in doing it, but it may require some serious depth of programming insight to do it.
 
... we have not designed C2C with the ideal of making all elements capable of being easily ported to another mod, quite the opposite.
ya, toffer does this with PPIO. Star signs is integrated more with PPIO. Regular C2C starsigns u can copy paste the file, then you would just need to do the config folder stuff. But that config stuff comes from BUG I think. Are you gonna have the BUG mod?
 
I just thought that it was in FFH first obviously, so somebody took it from there, and the post here had a download so maybe I could just get it by itself.
 
I just thought that it was in FFH first obviously, so somebody took it from there, and the post here had a download so maybe I could just get it by itself.
Ya, probably.
I thought about it for another minute last night and I changed my mind. Copy/paste PPIO is easier. So if u want and if toffer don't mind, you can try this.
overwrite the 1 in your bts python fold with this and copy PPIO's starsign file. Might work, havn't tested at all.
Here's toffers comment: # Enabled in PythonCallbackDefines.xml (USE_ON_UNIT_CREATED_CALLBACK = True)
if it doesn't work and u don't get error, u might wanna check for that file.
also remove that .txt I added.
 

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It's not a copy from another mod. SO and DH worked it out together along with some tags programmed into the DLL in use on some of the promos. That programming was largely a merge but there were lots of bugs in that merge at first.
 
ya, toffer does this with PPIO. Star signs is integrated more with PPIO. Regular C2C starsigns u can copy paste the file, then you would just need to do the config folder stuff. But that config stuff comes from BUG I think. Are you gonna have the BUG mod?
We already use the BUG mod. I think I have even moved it to BUG 4.4; since we started with the Revolutions mod (we had no dll programmers and many modders) which used an earlier version.
It's not a copy from another mod. SO and DH worked it out together along with some tags programmed into the DLL in use on some of the promos. That programming was largely a merge but there were lots of bugs in that merge at first.
I think the idea came from elsewhere but was merged by SO & me. One problem is that it is totally European. It uses the idea from "7th son of 7th son" as its chance of happening and is based on the European Zodiac. Other cultures have differing sets of star signs and their "effects". Another is that it would be nice to have a cut-off point for the promotions where they go obsolete. Naturally this would be later for seafaring units than for land or air based units.
 
I think the idea came from elsewhere but was merged by SO & me. One problem is that it is totally European. It uses the idea from "7th son of 7th son" as its chance of happening and is based on the European Zodiac. Other cultures have differing sets of star signs and their "effects". Another is that it would be nice to have a cut-off point for the promotions where they go obsolete. Naturally this would be later for seafaring units than for land or air based units.
You speak as if it's a purely cultural thing and has no innate truth to it and that the effects of these promos are based not on some mystical forces but on the belief in them alone and the behavioral differences that creates in those who believe they act under these auspices... I tend to think the cultural spin that was placed on it is simply the degree of our inaccuracy of understanding the reasons for the reality in these forces. Eventually, science will catch up and figure out how these cyclic essences to have some bearing. ;)

The Chinese have focused on annual essences while the Greeks were recapturing Sumerian knowledge about the monthly essences.
 
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