Tsentom1 Python Wonders

Nice ideas again :goodjob: (like every of your wonders).



Technical question:
I've looked into the code of the eden project, and am i right, that you could make this effect affect (uh, not enough vocabulary) every team/civilization and that you could controll the spreading of the effect for a maximum number of fields outgoing from a special field?

Yeah, you can make it effect the whole planet if you want, or isolate pockets, like a few tiles around any city that has a aqueduct, etc. It's not that difficult to do. In fact how I do it for the project is a little sloppy - I should probably clean it up.
 
Just one question: Do I have to change some python to make an UB add extra :food: on hills?

Yeah, you can't do that with just XML and the best bet would be with SDK, though it can be done a somewhat sloppy way with Python. Gir did it for mountains with his Machu Pichu Mod. But the way it's done is to check if you have any mountains/hills then add the yield to the tile. The problem is that it doesn't update if the tile owner changes. Especially with a UB that gets built multiple times the most reliable way to do this is to edit the SDK.
 
Yeah, you can make it effect the whole planet if you want, or isolate pockets, like a few tiles around any city that has a aqueduct, etc. It's not that difficult to do. In fact how I do it for the project is a little sloppy - I should probably clean it up.

:cooool:.
During the development of my mod (in the german forum) the people asked, if something like this Rocket from SMAC (i haven't played SMAC), which destroys whole landsides and transforms them into water, could be done.
I've said no, but now...:D.
I'll try it out with your code, if i have time :D (and if you aren't faster :D).

edit:
If i'm allowed to use your code...
2. edit: Now i've seen your andromeda-unit, so you've already done what i need (some little changes, and it'll work). Great :goodjob:.
 
:cooool:.
During the development of my mod (in the german forum) the people asked, if something like this Rocket from SMAC (i haven't played SMAC), which destroys whole landsides and transforms them into water, could be done.
I've said no, but now...:D.
I'll try it out with your code, if i have time :D (and if you aren't faster :D).

edit:
If i'm allowed to use your code...
2. edit: Now i've seen your andromeda-unit, so you've already done what i need (some little changes, and it'll work). Great :goodjob:.

Yeah feel free to use whatever code you want. I feel bad about my unit modcomps, I released them a while ago and to be fair before I knew as much about python as I know now so their code is a little of a mess. I keep meaning to go back to them and clean them up but they keep on getting put on my back burner. So with the fair warning that its a mess if you need any help changing it to what you need or combining the code let me know.
 
"Though I also kinda feel that Thomas' War has reached a saturation point in terms of wonders and adding more now would make there almost be too many wonders, so maybe ill leave it as it is at the moment till i figure out how to best handle them."

True, it has become a bit of a wonder fest...perhaps go over the wonders, their benefits, the times they show up in game, and begin cutting out those that are too powerful/non-useful? Perhaps combine them, extend the tech path by a few techs to slow down the slog? Hrm...

Eh, well, not as if I know anything...
 
"Though I also kinda feel that Thomas' War has reached a saturation point in terms of wonders and adding more now would make there almost be too many wonders, so maybe ill leave it as it is at the moment till i figure out how to best handle them."

True, it has become a bit of a wonder fest...perhaps go over the wonders, their benefits, the times they show up in game, and begin cutting out those that are too powerful/non-useful? Perhaps combine them, extend the tech path by a few techs to slow down the slog? Hrm...

Eh, well, not as if I know anything...

Yeah, I was thinking about removing some and others changing and giving their same benefit to a new wonder at a different part of the tech tree.

If I add the new ones it'll have 12 new National and 30 new World (the new religious and corporate shrines don't count as they work differently). I think adding more National is fine as long as they remain balanced with existing nationals as a) everyone can build them and b)there's a trade-off and your only limited to 2 a city.

I really should cut down on the world wonder's though
 
Tsentom1,

I am a fan of your Wonders and have a couple of requests.

First: I'd like to see some changes made to the Malleus Maleficarum Wonder. See post 39 under Orion's Inquisition Mod for the details.

Second: I am in need of a new Wonder, for Orion's Challenge, that would provide a grainery in every city. I have been contemplating a name. Pehaps "Silos of Zaphenath-paneah"

:thanx:

Orion Veteran :cool:
 
Slight edit to the crusaders:

Crusaders can now build forts at 50% work rate.
Turn times for speed listed in the civlopedia building strategy section

(I still need feedback whether these turn times are too big or small)

Secondly, despite what I said before I am going to update the Spanish Inquisition to make it more viable for standard games.

Also, added a wonder movie for Malleus Maleficarum taken from one of Gir's mods
 
Yeah, I was thinking about removing some and others changing and giving their same benefit to a new wonder at a different part of the tech tree.

If I add the new ones it'll have 12 new National and 30 new World (the new religious and corporate shrines don't count as they work differently). I think adding more National is fine as long as they remain balanced with existing nationals as a) everyone can build them and b)there's a trade-off and your only limited to 2 a city.

I really should cut down on the world wonder's though

I was thinking the same thing. And I've only added 4 of your wonders, although I'm considering a few more if I can fit them into the tech tree to my liking.

I still haven't had the chance to debug my School of Conf., though--I'll try it probably this weekend. I've been dealt a pretty bad hand until the holiday break of all of three days in RL.
 
Yeah feel free to use whatever code you want. I feel bad about my unit modcomps, I released them a while ago and to be fair before I knew as much about python as I know now so their code is a little of a mess. I keep meaning to go back to them and clean them up but they keep on getting put on my back burner. So with the fair warning that its a mess if you need any help changing it to what you need or combining the code let me know.

Thank you very much :).
I'll try it out over christmas (...i hope...)
Don't be worried about your code, the work is great :goodjob:.

Second: I am in need of a new Wonder, for Orion's Challenge, that would provide a grainery in every city. I have been contemplating a name. Pehaps "Silos of Zaphenath-paneah"

This can be simple done with xmls, just look how Stonehenge works :).
 
How would you code for a wonder that would act like a "culture bomb" with a one-time culture bonus that scales with game speed, like the great artist's Great Work? I'd like to apply this to the Eiffel Tower, as I've added the CN Tower to my game and it took over the Eiffel's ability.

Well currently, the second half of my Golden Gate Bridge does that, though it
currently adds 20% of that cities total culture the city instead of a set amount. You could just take that code (if you notice in that python I actually separated it so on the onbuildingbuilt, I call if the building is "Golden Gate" twice, the first one places the improvement, the second one only does the culture, so you can just copy and paste the second part and then remove my formula to get 20% and just add a set number.

So:

Code:
		if iBuildingType == gc.getInfoTypeForString( 'BUILDING_BRIDGE' ):

			pPlayer = gc.getPlayer(pCity.plot().getOwner())
			pPID = pPlayer.getID()
			pCityName = pCity.getName()
			iX = pCity.getX()
			iY = pCity.getY()

			pCC = pCity.getCulture(pPID)
			pCC = pCC / 5
			pCC = int(pCC + 0.5)

			pCity.changeCulture(pPID, pCC, true)

			CyInterface().addMessage(pPID,false,15,CyTranslator().getText("TXT_KEY_GOLDEN_GATE_CULTURE",(pCC, pCityName)),'',0,'Art/Bridge Button.dds',ColorTypes(24), -1, -1,True,True)

PCC / 5 is where I calculate 20%, just literally replace that with a number. How to scale for gamespeed I do in King Richard's Crusade. It shouldn't be too hard to apply it here.
 
Just got the following:

PHP:
File CvEventInterface, line 23 in onEvent
File CvEventManager, line 193 in handleEvent
File CvEventManager, line 370 in onBeginGameTurn
File CvEventManager, line 1767 in doChooseNewStarAlignment
File CvEventManager, line 1914 in doStarReligionBonus

NameError: global name 'iMissionary7' is not defined

Any obvious things to look for?
 
How do you install these seperate wonders into the game? I been wanting to know but cant find the answer. I dl'ed a few of these wonders before but never knew how to install them.

if you can help, please PM me! thanks
 
Trafalgar Square

This code was requested by JustATourist to make Privateers function more like they did in Civ 3. I just attached it to a wonder, though you can easily remove that requirement and have it as a default ability for the unit.

Trafalgar.jpg


Plundering Gold, means it actually removes the gold from the enemy treasury and gives it to you. Capturing a ship gives you a chance to acquire a new Privateer after combat victory.

Both amounts are controlled by:

iGoldStolen = ( iGold//50 )

self.iNewPrivateerNumber = self.getRandomNumber( 4 )

So you can edit the percentages to whatever you want. Keep in mind for the random number it counts 0 so a random number of 4 is a 1 in 5 chance (hence 20%).

All the python is labeled and searching for "Trafalgar" should find all the changes.

I recommend downloading winmerge to help combine the files.

XML, python: me (tsentom1)
Wonder Movie: Arian
Building Button: AsioAsioAsio

~~~~

Temple of Ah Cacao

This wonder was inspired by the Aztec racial bonus found in Civilization Revolution. Functionally, it gives the same bonus, but I felt that having it fire a 100% of the time was too strong so gave it a percentage chance:

Jaguar.jpg


Technically, Ah Cacao, aka the Great Jaguar Temple, is Mayan but there was an excellent model of the temple uploaded by Walter Hawkwood.

The percentage chance is controlled by:

self.iHealChance = self.getRandomNumber( 4 )

So you can set it to whatever you want. Keep in mind, the game counts 0 so calling 4 is a 1 in 5 chance (hence 20%).

All the python is labeled and searching for "Jaguar Temple" should find all the changes.

I recommend downloading winmerge to help combine the files.

XML, python: me (tsentom1)
Wonder Movie: 3D wonder movie taken from the Call to Power
Building Button:Taken from EE2 uploaded by Walter Hawkwood
 
How do you install these seperate wonders into the game? I been wanting to know but cant find the answer. I dl'ed a few of these wonders before but never knew how to install them.

if you can help, please PM me! thanks

First, It's never really a good idea to overwrite default files. Instead you should try to make it into a mod.

Each wonder I release has only the bare minimal files that you need to edit, and all in their proper folder tree. You have add all the changes I make in each file to the proper place your game for the wonders to work. The reason why my wonders aren't modular is because you can't really modularly load python. Winmerge is a free download that can help merging files and comparing changes.
 
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