[WIP]The Peacekeeper Wars

Help!
When I added buildings and modified the python accordingly, when I loaded the map up, all the planets were gone (the dashed trail was there) and in the city menu, there were identicle planets the whole way through. When I went into WB, some systems had no planets and the unclaimed ones didn't even have stars, but they had the dashed lines. Screenshots are included in the DL. When I tried to send the python through IDLE to see if I accidently deleted something to cause it to bomb, on every file I get an error saying that on line 6:
Traceback (most recent call last):
File "E:\Temp\TPKW-Buildings-Python\Python\CvAI.py", line 6, in <module>
from CvPythonExtensions import *
ImportError: No module named CvPythonExtensions

I am completly clueless. This happens on all of the Python files, even the ones from core FF. I can't figureout how to go past that error.
Could someone please take a look at them?
 
Until I/Someone can figure out whats going wrong with the buildings, I'll do what I know how to do, such as just renaming the buildings, adjusting a few effects, UU's, music, and maybe civics. I would appreciate some python help such as above and later for some Adventist ship abilities. (They will have some interesting effects, such as Fear and such.)
 
I tried the mod but didn't get any errors :S I'll check again to make sure.
 
ENABLE PYTHON EXECPTIONS!
(Civ4Config.ini, search f or python)

Then you can see it easily, what's wrong.

The problem was, that an algorithm tries to add a special building, the nutrient_facility, or how it is called, to the best planet in the system, but you have replaced that building, so the algorithm fails, and brings parts of other scripts to crash.

There were also a mass of exceptions, because you've removed the old unit classes, which where also referenced in the python files (for sounds and special abilities).

I've removed all in the python files, which you removed/replaced.
I don't know atm, if you need some of the effects, but i'll try to have a closer look at it tomorrow.


EDIT: Attachement removed, should be obsolete now.
 
@Senap: The version that I have posted isn't the one that has the errors.
@The_J: So these files fix the problem? But I replaced Nutrition Facilty with Algae Lab, or did I do the python wrong? Thanks.
I can add the sound effects back in, that python doesn't look to hard.
 
Yes, they fix it.

You've replaced the building, but the python file still searches for BUILDING_NUTRITION_FACILITY, which fails.



I didn't delete anything, i just commented it out with a "#" (most times there are also some ")" or "]" added), so you can take it in again, when you replace the units and buildings, which the files search for.


I'm glad, that i can help :).
 
Its fixed now, thanks.
Sorry if I'm being dense, but when in python I replaced nutrition_facility with algae_lab, why didn't it work?
I got a couple python exceptions, but they all seem to point to CvEventManager. I have a screenshot of the errors if it might be important.
 
I can fix that, I know where to look. I'll just replace it with Wormhole Weapon.
 
I'm going to start on UU's soon, since it is slightly daunting, I'm going to ask which faction will be the first to revieve UU's. Here are all the factions with their military style.

>Peacekeepers: Focus on massive numbers of lighter ships backed up by powerful capital ships, such as the Command Carriers. One of the few factions to have carriers
>Terra: Well balenced fleet focusing mainly medium and heavy ships with a emphesis on missles. No real weakness to it besides it is outnumbered.
>Imperium: Pathetic light mid to late game light ships, excellent heavy capitals such as Ballista Battleships and Gauss Frigates.
>Advent: Fearsome technology. light, fast, and deadly medium ships.
>Veneria: Retrofitted merchants early on, heavy galleases mid era. Has a carrier late game. Militia feeling navy.
>Esteel: Heavy, bulky slow SotL's and boarding craft.
>Gaia: Much like Terra but not as well trained. Slight advantage in numbers.
>Colonial: Pathetic fleet early on, and meh fleet the rest. Does have excellent Battlestars with primitive self-Wormhole (Foldspace) engines allowing Paradrop.

I will keep working on buildings, civics, and resources. Any ideas? Map is still being conceptualized.
 
How about a random, spiral galaxy mapscript (there is one already in the map-script library)? Though I suppose critical resource planets that are hard-coded might influence how the rest of the map is laid out, for game play purposes.

So you want UU-suggestions?

How about:

a special Fighter-Bomber UU for the Peackeapers
a missile or missile-carrier (Cruiser?) UU for Terra
a very cheap dual light ship-planet invader UU for Veneria.
UU boarding craft / or tender for such, for Esteel
Gaia----no UU but unit discount all around (15%?).


For resources, how about more tech-related resources, rather than asteroid-control resources? E.g. like the late-game, wonder resources from vanilla civ4. Some could be national wonders, some universal wonders (and perhaps both). National wonders would just guarantee one instance of a resource while universal wonders might guarantee enough resources to trade (say 3 instances).

For buildings, I'd just re-emphasize the design philosophy of reducing the annoying micromanagent of buildings of FF. Reducing the dozens of buildings per planet, to 2-3 buildings per planet would be spiffy; Techs could then auto-upgrade those buildings over time, rather than requiring micro-management to place more buildings per planet.
And possibly have national wonders to be built on systems to allow system specializations, by a limit rule (say 1 or 2 per planet).
 
GoodGame, thanks for the ideas and such, any faction (besides Advent) done first?
I hope to have alpha2 released an a day or two. All that is new are the buildings, and some new music along with a few UU's. The reason I'm updating it even though not much is new is that I need to keep this somewhat updated. Included will be a few changes to make the mod easier to play without the map.
 
I was thinking one more more UU that would be interesting for some of the cheap ships/light ships type races would be a PT boat kind of UU----maybe a light destroyer: cheap, suicidal, but gains a bonus when attacking with like units in proportion to the size of its stack. Also perhaps also a tugboat/tender UU that does extra healing to its stack.
 
Thanks, still trying to come up with something good for Esteel as I don't want it to be weak while I don't want it to be another modified battleship. (All I can say is that the Advent looks like it will be fun even without Python. Not the strongest, but with flanking almost unstoppable on assault)

Does anyone know where I can find a list of all the unit AI's?
 
The UU's are coming along well, I have also gotten around to making a new menu background, getting new menu music, new diplo music, and new leader art. Alpha2 will be delayed a bit as I clean up a few things and fix some typos.
 

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Just something kinda funny seeing the screenshot above... I would change "Your head would look good on the end of a pole" to "All your base are belong to us". Definitely more fitting/geeky with the sci-fi motif, the head/pole thing is way too LOTR for a sci-fi mod...
 
I don't really want for this mod to feel 'geeky', but more as a way of telling a story (like Dune, here it is on abuse and corruption of power, nationalism, and 'end justifies means' political goals.) I will go back and redo some diplo text later on, but it isn't a pressing issue. If you would like to do it, go ahead.
 
It should be out soon, I just have a few more little XML issues to fix.
 
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