Tsentom1 Python Wonders

You might be able to fix the peak graphical hiccup by checking if the plot is a hill then turning the plot into land before terraforming. Something like:

Code:
if ( pPlot.isPeak()==true  ):
	pPlot.setPlotType(PlotTypes.PLOT_LAND, True, True)

(if ( pPlot.isHills()): for hills)

then just the regular terraforming code.

I'm soo busy at the moment that I doubt I'd have time to put anything together to release for a while, though you should. Really, it's your unit and idea. Everyone on this forum borrows code from everyone else so don't be so modest. Really, good job. When my schedule clears up, though, if you want me to, I'd be more than happy to and cite you as a primary author.
 
I updated the Spanish Inquisition:

Spanish.jpg


Two things have been added, first the project now gives a relations boost depending on a civ's state religion.

Second, and more important, I added AI to allow the computer to better use the project

Download
 
Cleaned up the code of The Eden Project (the whole are of effect thing was really sloppy, don't know why I did it to begin with). Anyway, functionally no change but it's better code now.
 
Sorry, but I have a reservation. Why did you named the project 'The Spanish Inquisition'? What if it would be built by Egypt? It would be still Spanish. You can see that in Civilization IV authors didn't used the adjective of nationality naming wonders (you have 'The Great Wall', not 'The Chinese Great Wall'). It's everything what I wanted to say.

P.S.
Your wonders are great! Awsome code working!
 
Well it takes two seconds to rename it to whatever you want, just open up the text file...

It was simply a matter of semantics and I was originally going to leave out the Spanish, but then decided not to simply because someone saying to me "The Great Inquisition" could actually mean a few things, whereas since this is a "wonder" it's meant to refer to something specific. Calling it "The Spanish Inquisition" does that.

Civ does leave out adjectives, but there really aren't many examples where there would be adjectives in the first place. I actually was always under the impression that the official English name of The Great Wall was "The Great Wall" and that "of China" was just a colloquialism, viz. you can look up "The Great Wall" and get re-directed to term "The Great Wall of China". Also, you can make the same argument for my other wonders such as the Brandenburg Gate, the Great Mosque of Djenne, etc... Doesn't their names inherently imply where they were made? (And you can't just call the Great Mosque of Djenne, The Great Mosque as there are quite a few great mosques). King Richard's Crusade and Leonardo's workshop are only slightly better in terms of ambiguity.

Besides having the adj doesn't always mean it was made by that country. I can make French Fries... doesn't mean I'm French or that French Fries are even really French.

It's a mod component, you add it to your game however you want. It's named the Spanish Inquisition here so you know what "wonder" I was trying to make. Simple as that.
 
I forgot to say it: transforming hills into flat land before transforming into water works :goodjob:, thanks.

Cleaned up the code of The Eden Project (the whole are of effect thing was really sloppy, don't know why I did it to begin with). Anyway, functionally no change but it's better code now.

I'll have a look at it :).



An other thing:
I saw a guy in your mod-thread complaining about CtDs.
I've tried it my mod out a few times, got severals CtDs, one after the first round. I've already added some of your stuff to my mod, but i've changed many things, and also got my own python-coder :D, so i can't really say, there's the problem, but if you were searching for the problem in your wonders (are you?), i would suggest the copernicus-wonder.
Don't get it wrong, i don't want to blame, only to help.


:) i'm looking happy forward what you're planing next.
 
I forgot to say it: transforming hills into flat land before transforming into water works :goodjob:, thanks.



I'll have a look at it :).



An other thing:
I saw a guy in your mod-thread complaining about CtDs.
I've tried it my mod out a few times, got severals CtDs, one after the first round. I've already added some of your stuff to my mod, but i've changed many things, and also got my own python-coder :D, so i can't really say, there's the problem, but if you were searching for the problem in your wonders (are you?), i would suggest the copernicus-wonder.
Don't get it wrong, i don't want to blame, only to help.


:) i'm looking happy forward what you're planing next.

I'm trying to update Thomas' War so I have a few new things to release when I get around to it... and get the time as I haven't had much time to mod except on the weekends.

I appreciate any help in finding bugs. The main problem with my mod at the moment is not any code, it's just too big in terms of file size. Next version I'm going to have the static leaderheads and wonder movies as default and have the 3D ones as the optional download in case you weren't having problems before. (With Static Leaderheads/Movies my mod is around 800 mb, with the 3D animated ones its about 1.5 GB). Copernicus isn't really even in my mod anymore. The bonus is attached to a different wonder there and even then it's really modified to fit into Thomas' War, so it functions differently.
 
I'm trying to update Thomas' War so I have a few new things to release when I get around to it... and get the time as I haven't had much time to mod except on the weekends.

Yes, time is always the problem :(.

Let's see, what comes :).

I appreciate any help in finding bugs. The main problem with my mod at the moment is not any code, it's just too big in terms of file size. Next version I'm going to have the static leaderheads and wonder movies as default and have the 3D ones as the optional download in case you weren't having problems before. (With Static Leaderheads/Movies my mod is around 800 mb, with the 3D animated ones its about 1.5 GB).

If i get some time, i'll have a closer look at it :).
...and i thougt, FfH2 were big.

Copernicus isn't really even in my mod anymore. The bonus is attached to a different wonder there and even then it's really modified to fit into Thomas' War, so it functions differently.

Okay, i just thought, it has to be something, what is called every turn, and a part of the copernicus-effect is onBeginGameTurn, and the only one in my mod, which this does.
:hmm: maybe my bug is my own one :D.
 
Yes, time is always the problem :(.

Let's see, what comes :).



If i get some time, i'll have a closer look at it :).
...and i thougt, FfH2 were big.



Okay, i just thought, it has to be something, what is called every turn, and a part of the copernicus-effect is onBeginGameTurn, and the only one in my mod, which this does.
:hmm: maybe my bug is my own one :D.

Actually Copernicus is set to trigger every 10th turn (all onBeginGameTurn does in that mod is check if the turn # is divisible by 10), so if the crash is always on turn 10, 20, 30 (actually might be 11, 21, 31 as I think it won't officially trigger till the next turn) then you can be pretty sure it is Copernicus.
 
tsemtom1,

I've been a loooong time lurker, but decided to make an account and post JUST to thank you kindly for your excellent work on these wonders! (and thanks to all those who contributed artwork / models / etc). Being a Wonderfiend, I plan on putting many of these to good use. :)

Are you taking requests or suggestions for future work? If so might I suggest / inspire you with some of the following....
- Petra (Requires construction & masonry. Double speed with stone. Adds bonuses to food, hammers, and coins on all hills. Chance for great engineer)
- The Burg Dubai (requires composites and access to iron, aluminum, copper, and oil. Adds +1 gold for every city in your empire + every city of every civ not at war with you. Additionally adds +X culture per turn. Chance for great merchant or engineer)
- Crazy Horse Memorial (Requires democracy and X # mounted units. All mounted units & armor units receive X experience. Double production with stone. Chance for great artist)
- Mont St Michel (requires monarchy. Double production with stone. Obsolete with assembly line. City is immune to marine attacks and coastal bombardment... maybe all bombardment. Chance for great engineer)


If none of these catch your fancy, there's the UNESCO World Heritage Sites. Here's some other amazing works of man for your perusal...
- Balinese Rice Terraces
- Neuschwanstein Castle
- Nazca Lines
- Candelabra of Peru
- The Large Hadron Collider

Sorry thats it for now... but we're just cracking the surface here.
Some bonuses I'd love to see tackled via wonders is...
- + to unit XP based off religion (ie. "Piece of the True Cross" etc)
- promotion based off religion
- production / food / science based off religion

And ummm... THANKS AGAIN!
 
A Hadron Collider would be AWESOME. Either a late-game project or a project for future-based mods.

Welcome to this side of the forums, Thungrim:beer:.
 
Hi tsentom1. Methyl Orange made a suggestion to me a while back for a wonder:

The Panama Canal: in addition to whatever normal XML bonuses it might have, it would connect the city it's built in to the water at two points, allowing for ships to pass through.

I'm not sure how feasible this would be to program using python, but I'll just throw the idea out there.
 
Just tried the Sphinx winder and it doesn't seem to work (as I expected). Insted of making all future wonders 20% cheaper to constucy I get a hole lot of production overflow after building the Sphinx (as is I get 80% of the Sphinx's production back in production overflow..?)

\Skodkim
 
Just tried the Sphinx winder and it doesn't seem to work (as I expected). Insted of making all future wonders 20% cheaper to constucy I get a hole lot of production overflow after building the Sphinx (as is I get 80% of the Sphinx's production back in production overflow..?)

\Skodkim

No, it does reduce the cost of any and all wonders by 20% (which won't show up as a production bonus, the actual cost in hammers is different).

What you're seeing is a bug I had corrected but left out by accident when I updated the code (just one line, thanks for pointing it out--I'll correct it this afternoon). Basically what happens is you finish the wonder, but then the game takes account the wonder bonus before the hammers spent, so you paid 100% hammers but the game thinks the Sphinx itself should be 20% cheaper so you get that 20% back as overflow. Basically the missing one line is not to apply the Sphinx bonus to the Sphinx itself.
 
Hi tsentom1. Methyl Orange made a suggestion to me a while back for a wonder:

The Panama Canal: in addition to whatever normal XML bonuses it might have, it would connect the city it's built in to the water at two points, allowing for ships to pass through.

I'm not sure how feasible this would be to program using python, but I'll just throw the idea out there.

That's a good idea but ships over land and ground units over sea are something hard-coded into the SDK (which is why my Golden Gate doesn't actually make a usable bridge). I know how to do it but I don't think people would want to compile a brand new DLL for one wonder.

Nevertheless, it is a good idea. However, with python it would be limited to a two tile long canal--much like you can already do with forts. The check to build it might be somewhat tedious to write, but doable. It'd have to place two 'panama canal' improvements on those two tiles though. Basically, without modding the SDK it wouldn't really give any more bonus than two forts side by side which people could do anyway.
 
tsemtom1,

I've been a loooong time lurker, but decided to make an account and post JUST to thank you kindly for your excellent work on these wonders! (and thanks to all those who contributed artwork / models / etc). Being a Wonderfiend, I plan on putting many of these to good use. :)

Are you taking requests or suggestions for future work? If so might I suggest / inspire you with some of the following....
- Petra (Requires construction & masonry. Double speed with stone. Adds bonuses to food, hammers, and coins on all hills. Chance for great engineer)
- The Burg Dubai (requires composites and access to iron, aluminum, copper, and oil. Adds +1 gold for every city in your empire + every city of every civ not at war with you. Additionally adds +X culture per turn. Chance for great merchant or engineer)
- Crazy Horse Memorial (Requires democracy and X # mounted units. All mounted units & armor units receive X experience. Double production with stone. Chance for great artist)
- Mont St Michel (requires monarchy. Double production with stone. Obsolete with assembly line. City is immune to marine attacks and coastal bombardment... maybe all bombardment. Chance for great engineer)


If none of these catch your fancy, there's the UNESCO World Heritage Sites. Here's some other amazing works of man for your perusal...
- Balinese Rice Terraces
- Neuschwanstein Castle
- Nazca Lines
- Candelabra of Peru
- The Large Hadron Collider

Sorry thats it for now... but we're just cracking the surface here.
Some bonuses I'd love to see tackled via wonders is...
- + to unit XP based off religion (ie. "Piece of the True Cross" etc)
- promotion based off religion
- production / food / science based off religion

And ummm... THANKS AGAIN!

All great suggestions, not all the bonuses are possible with just python (I know how to do them with SDK but I feel compiling a new DLL makes a modcomp too unwieldy for people to add). Still, I appreciate the suggestions and they definitely will influence future wonders I make. The religious bonuses are definitely doable and good ideas. I have a few wonders currently half finished so I still need to finish those, but afterwards I'll probably make few you suggested (with some tweaks).
 
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