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[Mod] RealFort

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  • #16
    Exactly the same? Nope. It contains all the original did, but it also has the text entries for the 3 Fort Formations. You should be able to search for FORMATION_FORT and come up with 3 matches (which didn't exist in the shipped version, obviously).

    Bh

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    • #17
      Sorry, no, it's not there. I used a text comparison tool, and checked for FORMATION_FORT. It's the same.

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      • #18
        Ok, well something is odd then. It's certainly there in the local version I've got. Do you have a 'readme.txt' file in the realfort-v0.2.zip file (and is that the name of the file you got)?

        Bh

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        • #19
          I'm trying to add this to my mod. Problem is i already have a modified Python file.


          Basically what you did was Delete this :


          pPlot = CyMap().plot(iX,iY)
          if(iImprovement==25):
          pPlot.setFeatureType(CyGlobalContext().getInfoType ForString("FEATURE_FOREST"),-1)
          pPlot.setImprovementType(-1)
          And added ONLY the material within the ############ right?


          Or did you do anything else in the python file?

          Thx

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          • #20
            Btw - i like version .2's features better... Though i'd increase the second Forts bonus from 10% to 15% so you get a nice 25% total. Also i love the withdrawl chance.

            A Mounted unit with +2 flanking upgrades has now a total chance of withdrawl of 65% ... way cool

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            • #21
              Originally posted by MattPilot
              I'm trying to add this to my mod. Problem is i already have a modified Python file.

              And added ONLY the material within the ############ right?
              I didn't remove anything from the Python file - everything that I added is blocked by the

              ########### Begin new material
              ########### End new material

              markers. Simply cut and paste those blocks into the same locations in the file and it should all work fine.

              Bh

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              • #22
                Cool, I'll try this out when I get a chance! Does anyone know if the AI builds forts ever now?

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                • #23
                  Originally posted by Bhruic


                  I didn't remove anything from the Python file - everything that I added is blocked by the

                  ########### Begin new material
                  ########### End new material

                  markers. Simply cut and paste those blocks into the same locations in the file and it should all work fine.

                  Bh
                  Ah ic... then that what i'm talking about must be from the Forest Mod.

                  its between the same thing where you wrote yours. So, should i add it before or after those lines?

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                  • #24
                    Originally posted by Gibsie
                    Cool, I'll try this out when I get a chance! Does anyone know if the AI builds forts ever now?
                    Somewhere in the files there is a "AIweight" attribute - i'm guessing if you'd up that, the AI would build more.

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                    • #25
                      Got it now....

                      This is what i changed:


                      Fort2: upped attack bonus to 15 for a total of 25. Also added 1 first strike CHANCE

                      Fort3: upped withdraw chance to 20% **edit: This works perfect for my arty too. I gave them a withdraw chance of 60%, so a total of 80% for a nice stack killer out in a fort WOOT!


                      I'm very happy with this mod - I owe you about $49.98 . I don't need ZOC anymore, because this more then makes up for it. Especially the 80% withdraw chance on upgraded mounted units.
                      Last edited by MattPilot; November 9, 2005, 13:11.

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                      • #26
                        BUG:

                        It ain't working right. At least not on my end


                        Started new game, gave myself all technologies And placed a few forts + gave myself some mounted units.


                        Only one of my mounted units got the bonus, but its permanently stuck to him. ALl other units moving into forts don't get the bonus.

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                        • #27
                          Just noticed, are you the same Bhruic from MoO3 forums at Infogrames?
                          The Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power.

                          Join Eventis, the land of spam and unspeakable horrors!

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                          • #28
                            Originally posted by MattPilot
                            BUG:

                            It ain't working right. At least not on my end
                            It's probably a side-effect of the other mod you're using. Post the .py file and I'll have a look at it.

                            Originally posted by Unspeakable Horror
                            Just noticed, are you the same Bhruic from MoO3 forums at Infogrames?
                            Yup, that's me.

                            Bh

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                            • #29
                              Originally posted by Bhruic


                              It's probably a side-effect of the other mod you're using. Post the .py file and I'll have a look at it.
                              yes sir... thank you sir


                              It's great that the game is so modifiable, but it kinda sucks that you can't add 2 mods just like that.

                              Firaxis has to figure something out to make it more friendly


                              File attached - i copy and pasted your code before the "Plant forest Mod"



                              **edit... removed download, problem fixed.
                              Last edited by MattPilot; November 9, 2005, 21:00.

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                              • #30
                                **edit... problem fixed
                                Last edited by MattPilot; November 9, 2005, 21:01.

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