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[Mod] CulturalDecay

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  • #16
    Originally posted by Bill3000


    While I'm not sure it's the same exact mod, look here for your answer - http://apolyton.net/forums/showthrea...hreadid=144315
    hmm... must be different, cause his python file is called "Freetech", while bhruic's is called "TechConquest".

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    • #17
      I bumped the thread for it.

      Bh

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      • #18
        thx!

        Can't believe i missed it!

        Great work pal!

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        • #19
          The above download is a zip file with three files. It does not say where to place the three files exactly.

          I understand it is meant to go into the MyDocuments/Mygame/Civ4/CustomAssests folder.

          So in this CustomAssets folder is where these three files go in order to override the normal root files.

          I placed one in the EntryPoint folder, the other two in the Python folder.

          The game starts fine, just that I see no changes to residual culture left over by conquered enemy cities.

          Can you please place in to the readme exactly where these files need to go, for us laymen who know something about programming to use mods, but are not inherent Masters of programming? Else no one is going to enjoy this rather important discoveries.

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          • #20
            The zip file contains the proper directory structure to put the files in their proper place. If you're not seeing this, your zip manager may not be up to snuff. The default one built in to XP handles directories fine, as will programs like WinZip and WinRar.

            As for "no changes", what criteria are you using to measure the change?

            Bh

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            • #21
              An enemy city that I took over, is well inside my territory; still has its culture points around its center. It is working as stated, but the old enemy city I razed has a +1 culture point higher in the center than the eight squares around it, which are -1 plot from the center. So the city culture points frozen is pinned in forever.

              Almost need to remove the city center +1 culture point max to let is fall towards zero. A side note, I cannot flip a city middle square with my culture. So the program is working in a fashion.

              Can a person just reduce ALL squares on the map of culture points by a small percent every turn? Rounded to the nearest whole number so small cities can grow. Kind of a "universal hole in the culture bucket" that needs to be maintained to over come.

              "
              Also, any square that is a cultural 'high point', that is, the culture on a square is higher than on all surrounding squares will have it's culture lowered 5% unless the square is (a) a city, (b) within 2 or more city cultural boundaries.
              "
              Yes, this is working I see that. Except...

              "
              there will be a 5% culture loss on any square that isn't currently within a city's cultural bounds"
              I do not see that. Unless you mean not within ANY cultural boundry including mine. I assume if it was an enenmy and it is in my city boundry, it would decay.

              Maybe you mean it will decay ONLY if it is not with MY culture boundary or any Rivals. IE unclaimed land.

              MY culture does indeed decay with the enemy boudary as you describe, since it is outside my boundary. That works too much. But the enemy culture still increases for within two squares inside my border. But I do not get that benefit to win the bodary dispute. Mine is reduce to very small right at the border.
              Last edited by Xerxes712; November 28, 2005, 08:44.

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              • #22
                Originally posted by Xerxes712 "

                I do not see that. Unless you mean not within ANY cultural boundry including mine. I assume if it was an enenmy and it is in my city boundry, it would decay.

                Maybe you mean it will decay ONLY if it is not with MY culture boundary or any Rivals. IE unclaimed land.
                Make sure you distinguish between "cultural boundary" and "visible boarders".

                A city with legendary culture will have Cultural boarders around it for 6-7 squares. Now if you put a different civs city 7 squares from the above mentioned city and also give it legendary culture, their boarders will be roughly 3 squares towards each other, each.

                Regardless of the boarders, the cultural boundaries still extend to the opposing civs city.

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                • #23
                  Yes, MattPilot is correct, it's not the display that you see on screen that matters, it's the real border of the city.

                  I'll have to make up a set of screenshots to point out exactly how it works.

                  Bh

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                  • #24
                    I had a idea for a new feature for your Cultural Decay Mod.

                    Alow the Presece of Enemy Military Units that one is at War with to also trigger the loss of culture effect. The decay logic would be ...

                    if not in cultural radius OR Enemy military present then decay culture

                    Esentialy this will alow a player to Ocupy and take land from an oponent by reducing the culture in thouse plots of land. This would add a whole new flavor to Siege warfare and border scirmishes.
                    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                    • #25
                      I've been thinking of trying to do something along these lines (actually, a little more radical than this), but it keeps coming back to the fact that the AI wouldn't be aware that that is how the game was played. It would be too much of an exploit for the human player if the AI didn't know how to use it properly.

                      I'm hoping that once the SDK comes out, then changes to the AI will be possible to make it act accordingly.

                      Bh

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                      • #26
                        Originally posted by Bhruic
                        I've been thinking of trying to do something along these lines (actually, a little more radical than this), but it keeps coming back to the fact that the AI wouldn't be aware that that is how the game was played. It would be too much of an exploit for the human player if the AI didn't know how to use it properly.

                        I'm hoping that once the SDK comes out, then changes to the AI will be possible to make it act accordingly.

                        Bh
                        Dude, forget the AI! A mod like that would be the BOMB!


                        Commmooonnn great meistro... plz make a mod like that. Let someone else figure out how to mod the AI


                        Although, the AI should also gain some benefit from it, even if its not directly aware of it. It does move its units into your territory, i guess by chance it would acquire lands

                        You could also add a modifier in the Difficulty XML that gives the AI a speed bonus when lowering culture.

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                        • #27
                          Any plans to update this for the 1.52 patch? They changed the arguments some of the functions take and this doesn't work anymore.

                          Roger Bacon

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                          • #28
                            Originally posted by rogerbacon
                            Any plans to update this for the 1.52 patch? They changed the arguments some of the functions take and this doesn't work anymore.

                            Roger Bacon
                            Just open up the CulturalDecay.py file, and on lines 47 and 56 change:

                            pPlot.changeCulture(iLoop, -iCultureDecay)

                            to

                            pPlot.changeCulture(iLoop, -iCultureDecay, 1)

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                            • #29
                              Or you could grab the new version I just upped.

                              Made some changes to the way it works - most significantly, it now includes a "Culture Shock" effect that occurs when you (or anyone else) loses a city. 50-75% of the culture generated by that city is lost, making it easier to exert your own cultural influence on the surrounding territory.

                              Bh

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                              • #30
                                Will there be an update to 1.61?

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