I like this, it reminds me of old-school civ.
One thing though, I think in a way it could be a bit overpowered (I assume the AI also benefits from this too right?), is there a way you could make it so that you get X amount of beakers (similar to money) and the civ whose city you conquer loses X amount of beakers?
When used in conjunction with the Immigration mod, I have to rename the MasterModList.xml to match the mod. Both use the same filename.
on those!
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
MasterModList
by Orion Veteran
-->
<mod id="MasterModList"
name="MasterModList"
author="OrionVeteran"
version="1.0"
date="04/14/2010"
url="">
<!--Orion's Mods start -->
<!--gameutils -->
<gameutils module="AgricultureGameUtils" class="AgricultureGameUtils" override="False"/>
<gameutils module="LeonardosWSGameUtils" class="LeonardosWSGameUtils" override="False"/>
<gameutils module="LimitedReligionsGameUtils" class="LimitedReligionsGameUtils" override="False"/>
<gameutils module="ImmigrationGameUtils" class="ImmigrationGameUtils" override="False"/>
<gameutils module="OIMGameUtils" class="OIMGameUtils" override="False"/>
<gameutils module="SlaveCageGameUtils" class="SlaveCageGameUtils" override="False"/>
<gameutils module="SlaveAuctionGameUtils" class="SlaveAuctionGameUtils" override="False"/>
<gameutils module="SphinxGameUtils" class="SphinxGameUtils" override="False"/>
<!--events -->
<load mod="Abandon City Mod"/>
<events module="AgricultureEvents"/>
<events module="AIAutoPlay" class="AIAutoPlay"/>
<events module="ChangePlayer" class="ChangePlayer"/>
<events module="ImmigrationEvents"/>
<events module="LimitedReligionsEvents"/>
<events module="OIMEvents"/>
<events module="PetraEvents"/>
<events module="TerraformingEvents"/>
<events module="Tester" class="Tester"/>
<events module="WaterWellEvents"/>
<events module="TechByConquestEvents"/>
<!--
-->
</mod>
Ok, good deal! I'll redo my files then. So I removed the load events for Agriculture, etc.. in init.xml and have just the load=MasterModList.cml?
<load mod="Autolog"/>
<load mod="Reminder"/> <!-- requires Autolog -->
<load mod="Civ4lerts"/>
<load mod="MoreCiv4lerts"/>
<load mod="Unit Naming"/>
<load mod="FavoriteCivicDetector"/>
<load mod="EventSigns"/>
<load mod="Strategy Overlay"/>
<load mod="StatusDump"/>
<!--Orion's Master Mod List start -->
[COLOR="Red"][B]<load mod="MasterModList"/>[/B][/COLOR]
Bottom Line is: In the tradition of previous versions of Civ, I have purposely kept this mod very simple: Either you get a free tech or you don't.
Respectfully,
Orion Veteran
Would you mind if i put this in my mod? You would receive credit for it, of course.
Thank you very much OrionVeteran for this excellent addition. I like it also that you kept it simple.
I'd like to report a small problem that I encountered. I play in French and it does not work when the technology has non ASCII letters in their description (like "méditation" with an accent on the e). I changed all é and è to e and it works (something like half of the names had to be changed). Would there be a simpler method to avoid this?
TechDescription = PyInfo.TechnologyInfo(iTech).getDescription()
Ooooo I like this one a lot! Is there a way to make this NOT work on a city that has been recently captured?
With kind regards
Thanks for the reply. No big deal but I just thought that it could be interesting for you to know.
A small thing: I noticed that the message was showing up when the AI is playing (not that it matters much - it keeps you updated on the level of the research by the AI)!
Hmm.. So you are saying AI takes AI city then the message pops up for everyone? Hmm... The tech conquest message might not be appropraite in that case.
TechByConquestMessage = "You received the knowledge of " + str(TechDescription) + " from scientists of the city of " + str(pCity.getName())
CyInterface().addMessage(CyGame().getActivePlayer(),True,25,str(TechByConquestMessage),'AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/TerrainFeatures/Forest.dds',ColorTypes(8),0,0,False,False)
if FoundTransferTech:
TechDescription = PyInfo.TechnologyInfo(iTech).getDescription()
TechByConquestMessage = "You have learned " + str(TechDescription) + " from the capture of " + str(pCity.getName())
CyInterface().addMessage(CyGame().getActivePlayer(),True,25,str(TechByConquestMessage),'AS2D_DISCOVERBONUS',1,
'Art/Interface/Buttons/TerrainFeatures/Forest.dds',ColorTypes(8),0,0,False,False)
pTeam2.setHasTech(iTech,True,iNewOwner,False,False)