Tsentom1 Python Wonders

You said you used the .meet command in a wonder or your mod? Any chance of separating it and releasing it on the forums.... so I can copy, hehe.
 
It was just that one command with some espionage overlap. It's easy enough for me to separate though, so I'll release it, maybe later tonight.
 

The Ishtar Gate:


Ishtar.jpg


This is just taken from my Thomas' War mod, turingmachine asked if I could separate it.

Basically it does two things. The first, once built, will allow you to contact and thus trade with all other civs on the map regardless of if you actually met them (this is actually the effect of the Tower of Babel wonder in CivRev but I didn't want to make a Tower of Babel). Note this is with all civilizations, not between, so only you will gain contact with everyone not everyone else with everyone else (like the UN does). Secondly, considering Civ counts walls, the Great Wall, and castles as basically espionage buildings, I thought the Ishtar Gate is an appropriate choice for the missing commerce per religious building; espionage.

(I know the espionage per religious building overlaps with my Golden Dawn, but I'm actually doing edits to Golden Dawn soon so it won't overlap in the near future).

XML, python: me (tsentom1)
Building: Not sure, is in the Greek World vanilla mod
Wonder Movie: Arian

Hope this helps with your mod turingmachine.
 
:cool: marco polo's embassy from civ2 :cool:.

:goodjob: (I'm feeling like a parrot :D)

That's right! I've completely forgotten what the wonders did in past games. In Civilization Revolution (or one of the download packs) they have the effect for the Tower of Babel. Though I realized for BTS the wonder has to come somewhat early in the tech tree or it's effect is diminished. Making it Marco Polo would already be the middle of the game I think, in which case you probably met everyone with Caravels already.
 
I am definitly going to have to import this into games I play. There was a model for the ziggerat of marduk floating around, that might double as a tower of babel.

also Tom, have you read up on the cvCustomEventManager file? it seems to be a way to have modular python. It seems all the new code goes into a seperate file, and then the CustomEventManager simply imports the other file, without having to edit the EventManager.

Dont know to much about it, I have seen it floating around in a few mods and have attemted to figure it out.
 
I am definitly going to have to import this into games I play. There was a model for the ziggerat of marduk floating around, that might double as a tower of babel.

also Tom, have you read up on the cvCustomEventManager file? it seems to be a way to have modular python. It seems all the new code goes into a seperate file, and then the CustomEventManager simply imports the other file, without having to edit the EventManager.

Dont know to much about it, I have seen it floating around in a few mods and have attemted to figure it out.

I know about CustomEventManager and how to use it (some people have accused me of not knowing and actually are upset that I don't use it!).

The main reason I ultimately chose not to use one is that it can only work with the EventManager python file and a lot of my modcomps also edit other python files (namely the GameUtils, which you can't make in this semi-modular format). I had released some modcomps in the past that were mixed with a CustomEventManager and the GameUtils and I ended up getting just a ton of people saying it didn't work and I found out mainly because they only added the CustomEventManager. Having the two different formats seemed to confuse people. So since, I couldn't make it entirely modular I just chose to release it one format and then be consistent with the rest of my modcomps. The same reasoning is behind my XML. It isn't hard to make BuildingInfos modular, but not all the XML files can be made modular so rather than have several different styles of code just have them all as if they were part of the main code. Plus, if you had to combine directly into the python for the GameUtils it's probably best to learn how to do it anyway. I try to be consistent with my labeling at least.

Probably not the most popular way I know. But I actually think modding the EventManager directly is easier, namely because you can more directly see what piece of code is affecting what. Or at least easier when the only change is really like 5 lines under onBuildingBuilt. Making a whole CustomEventManager for something like that is probably more trouble than its worth. It's not too hard to convert them though. If it is really requested I can look into it.

For more complicated code it is potentially better and I'm seeing about doing it for when I finally re-do my great people mods. However. I'm unsure currently if you can do NetMessages with the CustomEventmanager.

Edit:

I didn't know about that Marduk model and thanks for pointing it out. I can use it for a couple of things in my main mod. Plus, it would make a great Tower of Babel (as the Tower of Babel if it existed was probably a ziggurat anyway).
 
Ishtar Gate and Golden Dawn give both +X espionage per religious buildings.
 
Oh okay. :D

And:

The owner of the KGB is also getting the message "foreign agents are causing anarchy"... he should get another message or no message.
 
Oh and I've got a Python World-Project request:

Peace Of Versailles:

- Cancels all wars for every player
- Every player cannot declare war for 10 rounds
- The builder gets +X gold from every rival player and additional +X gold from every rival player who was at war
 
Tsentom1

I would first like to say thankyou for busting your hump with decoding python. I've already made use of your great trait work to finish off my Strategic Trait for my home expansion. I intend to incorporate much more of your work, after a year off from Civ to finish Law School its good to be back and creating something in my free time again. Thank you so much.

However (you knew it was coming, didn't you?) what I really want now more than anything is a wonder that reduces corporation maintenance. I have created an Empire State Building with a movie, and right now what it does is: It is available with Steel, puts two trade routes in every city, a bank in every city, and unlocks all economic civics. I would like to change it to adding one trade route per city, unlock all economic civics AND reduce corporation maintenance costs by 50 percent.

If you could look into this I'd be ecstatic. If you know of someone else who has done such a thing before, I can PM them.

Thanks, SS
 
Tsentom1

I would first like to say thankyou for busting your hump with decoding python. I've already made use of your great trait work to finish off my Strategic Trait for my home expansion. I intend to incorporate much more of your work, after a year off from Civ to finish Law School its good to be back and creating something in my free time again. Thank you so much.

However (you knew it was coming, didn't you?) what I really want now more than anything is a wonder that reduces corporation maintenance. I have created an Empire State Building with a movie, and right now what it does is: It is available with Steel, puts two trade routes in every city, a bank in every city, and unlocks all economic civics. I would like to change it to adding one trade route per city, unlock all economic civics AND reduce corporation maintenance costs by 50 percent.

If you could look into this I'd be ecstatic. If you know of someone else who has done such a thing before, I can PM them.

Thanks, SS

Permanently changing maintenance (any type, corporation, number of cities, colonial, distance to palace) would require SDK modification. There is a possibility of creating an un-triggerable event and have building the wonder trigger this event, but I'm not sure if there's a corporation maintenance modifier in the event schema (there is an inflation rate modifier).
 
Oh and I've got a Python World-Project request:

Peace Of Versailles:

- Cancels all wars for every player
- Every player cannot declare war for 10 rounds
- The builder gets +X gold from every rival player and additional +X gold from every rival player who was at war

The first part is relatively easy to do, as it the last part (just tedious to right the formula for it). I'm not sure if the middle part is possible with python. I have to look into it.
 
Tsentom1

I would first like to say thankyou for busting your hump with decoding python. I've already made use of your great trait work to finish off my Strategic Trait for my home expansion. I intend to incorporate much more of your work, after a year off from Civ to finish Law School its good to be back and creating something in my free time again. Thank you so much.

However (you knew it was coming, didn't you?) what I really want now more than anything is a wonder that reduces corporation maintenance. I have created an Empire State Building with a movie, and right now what it does is: It is available with Steel, puts two trade routes in every city, a bank in every city, and unlocks all economic civics. I would like to change it to adding one trade route per city, unlock all economic civics AND reduce corporation maintenance costs by 50 percent.

If you could look into this I'd be ecstatic. If you know of someone else who has done such a thing before, I can PM them.

Thanks, SS



PHP:
<iGlobalTradeRoutes>1</iGlobalTradeRoutes>
PHP:
<CivicOption>CIVICOPTION_ECONOMY</CivicOption>
PHP:
<bGovernmentCenter>1</bGovernmentCenter>


is not enough? Imo, +1 trade route per city and free economy civic choice is already imbalanced/too much. GovernmentCenter = acts like palace or Versailles, reduces maintenance costs of nearby cities, but dunno how much.
 
I wanted its bonuses to be tied to corporation costs, making corporations less costly for the civ that builds it. As I can't do that, I've put some other things in there to compensate. It's an expensive wonder but its current idea is to kick-start a sagging economy if a civ is willing to put in the time to get it.

EDIT: By the time you build this, you usually have 3 economic civic options already, you basically just unlock State Property and Environmentalism. Free Market and Mercantilism you already have.
 
The first part is relatively easy to do, as it the last part (just tedious to right the formula for it). I'm not sure if the middle part is possible with python. I have to look into it.

Couldn't you just make all civs have a Peace Treaty (no war declaration possible) with python? In advanced starts all civs start with a peace treaty for 10 turns.
 
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