Tsentom1 Python Wonders

A question about the Hermetic Order,

Does it grant access to all of the game's religions or only the ones that have been founded at that time?

Golden Dawn can't be built unless all religions have been founded in the game. (It's not available till Printing Press anyway, even if that stipulation wasn't programmed in).

It grants access to all.

If your mod has more than the standard 7 religions, you'll need to add the new ones to the list in the python (easy to do just follow my example in the code)
 
Updated the public works national wonder, made the bonus more succinct and now besides adding the buildings it lets that cities build a new process 'infrastructure' where you can convert production to 25% gold, research, and culture.


Public Works:


NewPublic.jpg
 
I have two more, I'll post tomorrow. Sorry, a lot of work seems to have landed in my schedule suddenly. So I might end up being really busy afterwards, I will get to everything in time though.
 
Trade Fair of Troyes

Troyes1.jpg


This wonder appears in Civilization Revolution, however since its Revolution bonus is easily done with XML (and appears as another wonder - namely Wall Street - in Civ IV) I've given it a unique bonus.

Building Gold or Culture more efficiently refers to when you choose to build gold (available with currency) or culture (w/ music). Normally, you convert 50% production to the intended commerce. If you have the wonder you convert 75% production to the commerce.

Flavian Amphitheatre

FlavianNew.jpg


Gir had this bonus as a small part of his Petra mod. However, recently I was asked to write a small bit of code to correct a bug found in his mod. I also thought his presentation was a bit overpowered and since I did my version of a UU wonder before here is a toned down UB wonder.

Capturing refers to capturing a city. If the captures city has a UB and it is not destroyed when taking the city you can keep the UB instead of it switching to the standard building class.

Also, this is how I presented this wonder in Thomas' War and there were requests for me to separate it.

Besides that, cleaned up the text of the Cheomseongdae wonder.
 
Okay, those were just the ones I had finished up already.

I recently had a bunch of real life work come my way so I'll post more and get to the requests in a bit. I'm just going to be really busy next week or so, so be patient.
 
The amphitheatre is nice.
I wondered, if this feature from Ffh could be converted to BtS, but i see: you can do it :).

But i think the Trade Fair Of Troyes is to weak, i do not often build commerce or culture (only if i'm lacking money or want a culture-victory).
But i only "think", i have no time to play.
 
The amphitheatre is nice.
I wondered, if this feature from Ffh could be converted to BtS, but i see: you can do it :).

But i think the Trade Fair Of Troyes is to weak, i do not often build commerce or culture (only if i'm lacking money or want a culture-victory).
But i only "think", i have no time to play.

I think maybe just making it not obsolete could be all it needs.

It might be situational but the same could be said for any wonder you use primarily to help with a culture victory, and it is along the culture path of the tech tree.

I don't know. I constantly update the downloads to make them more balanced, I primarily wait for people's feedback.
 
Hey Tsentom1!
I love your python based stuff (all of it). I had an idea for a wonder and I was wondering if you could throw it together easily. I think it would be interesting to have a NORAD Great Wonder. Specs something like this:

+3 Espionage Points +2 GPP (Great Spy)

Requires: Sate
 
Hey Tsentom1!
I love your python based stuff (all of it). I had an idea for a wonder and I was wondering if you could throw it together easily. I think it would be interesting to have a NORAD Great Wonder. Specs something like this:

+3 Espionage Points +2 GPP (Great Spy)

Requires: Sate

Well, in truth there is really no clean way to do this with python.

The increased chance to intercept enemy nukes is best done on a project in fact already done with SDI. So theoretically you can use the project XML and then use the python to also give you a building once you build the project.

Now with that building you can write code to inform you every time a nuke is built relatively easily.

So that's 2 out of the 3 things.

However, decreasing their interception probability is not easily done and you'd probably have to modify the SDK to get that bonus. The one exception being with tactical nukes (not ICBMS) which you could have the wonder give the ACE promotion or whatever that Air promotion is that decreases interception chance.
 
Edit: Got the art working!
 

Attachments

Reading a news story today reminded me of a good modern age wonder: the Large Hadron Collider. Maybe since it's for scientific research, make it a modern-day Oracle, giving a free tech? Or a modern day Great Library, giving a few free scientists in the city it's built in?
 
Reading a news story today reminded me of a good modern age wonder: the Large Hadron Collider. Maybe since it's for scientific research, make it a modern-day Oracle, giving a free tech? Or a modern day Great Library, giving a few free scientists in the city it's built in?

Well, all those bonuses you can easily do with just XML. I think Thomas tries to make bonuses that you couldn't normally do, hence the python, but I agree that would be a cool wonder.
 
Well, if you want crazier rewards, maybe have it do something like give 30% of the research for all techs left (since it comes so late, that wouldn't be a completely crazy reward).

Or since it's such a world project that accumulates scientists from all over the world, divert 10% of everyone's research to you instead.
 
Now that Shrine has a fire effect on the top (it doesn't appear in nifscope but when seen in the game it has a fire on top of the stone altar). Now can someone, if it is possible, take this fire effect (or if you know one from another source) and add it to the Impaled Man nif (so it's like someone burning at the stake)? This would be for a future 'wonder.' Just adding is fine, I know how to move things around and change their size, etc. I just never could figure out how to add parts from other nifs.

If so, thanks!

I think, this is more difficult than just adding it.
Fires are normally effects, which are somehow added with the .xmls, but have to be connected in the .nifs. So it's clear, why you can't see them in the .nif, because they aren't in this .nif.
You should ask Garret, he added effects to his cyborgplasmatank.
 
I think, this is more difficult than just adding it.
Fires are normally effects, which are somehow added with the .xmls, but have to be connected in the .nifs. So it's clear, why you can't see them in the .nif, because they aren't in this .nif.
You should ask Garret, he added effects to his cyborgplasmatank.

Well instead of adding the fire to the other nif. moving the impaled object into the nif already with the fire may work then (As it is already connected to that nif and then I can just delete the lower altar). I've used edited versions of that original .nif and the fire still displays. Either way, as I said I don't know how to do it myself so if someone else can explain what to edit in the XML, etc.
 
I have downloaded most of these wonders--which look fantastic, especially for games with more Civilizations in them. My question is about installation--what is the best way to install them into my current cIV installation. That is, I don't want them to be a separate mod, but rather just be part of my standard cIV game.

If I go one by one, I assume the graphic files just go in the same folder they are in in the compressed file. But, the XML and the python have to be merged into those files, correct?
 
Figured an example could help. Alphabetically, the first wonder to integrate is Cheomseongdae. The two jpg's in the root look ignroable. The ASSETS directory has three subdirectories: ART, PYTHON, XML.

ART\CHEOMSEONGDAE. Does this go in BTS\Assets\Art\Structures\Buildings\ ?
ART\MOVIES. Does this goin BTS\Aseets\Movies\Wonders\ ?

The two python files have to be merged via WinMerge, no prob.

The XML files under ART and BUILDINGS have to be merged via WinMerge, again no prob.

Should the XML file in the TEXT directory just go into the corresponding TEXT directory? Again, that dir seems to have overall XML data, not building specific stuff, which seems to live in XML\BUILDINGS.

Sorry for the n00b questions. Once I'm done, I'll submit a zip that has all of the merged files for the wonders I'm adding, if that would be useful.
 
I wouldn't suggest merging any into your default civ files. Rather just create a new 'mod' that only adds the wonders (its generally better not to change the original installation files as this can cause problems later with other mods or official patches). However if you want to do this it's fine and just skip the making a base idea.

So if you just want to merge the wonders and not add them to another larger mod, first just start with any of the wonders. This will the base for you new mod (coincidently you can also rename the folder to whatever you want so you don't have to load up 'Flavian Ampitheatre' all the time but that doesn't affect anything).

Now, you have to combine the other wonders. You look at what files each one has. Make sure all the files you add together keep the same folder path.

If two files have the same name they will have to be merged.

If a file doesn't have the same name you can just put in the right folder. So for example all the Text files do not have to be merged you can just put them all in the Text folder. So if ever you encounter a file or folder not in one you can just move them in without any merging as long as you keep the same file path.

Also, in XML alphabetically doesn't really matter, you can just paste them one after another in any order.

I'm going to release a combined version of all the wonders soon. The file would be too big (with all the movies) to post here so it has to be hosted externally like at atomicgamer or filefront. I'm going to try to make the python of the merged mod in a slightly different format that will make it easier for people to merge into bigger existing mods.
 
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