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Scenario Civilopedias for Warlords

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  • Scenario Civilopedias for Warlords

    Is there a quick reference guide for the scenarios for Warlords?

    Looking through the Warlords python code, I do get how the scoring works in the Genghis Khan scenario, and how the Camps generate units (methinks 15% is low, and odds should increase depending on how long camps remain stationary, but I notably suck more than Civ4 compared to Civ3, as I can't even win on Settler in Civ4 but can win on higher difficulty levels on Civ3), but I can't seem to see how Great Generals are created in camps in doMongolGreatGenerals (although the script seems to imply that they always spawn in the same camp). What I don't get is what greatPeopleThreshold and getCombatExperience do. What exactly do they do?

  • #2
    16% is a pretty solid percentage (to start with), and 24% (if stationary) is quite reasonable, with 3 camps you generate a unit nearly every turn. The problem is that you get too many camps eventually, and the game gets silly, if it's not lower to start with. Figuring stationary time I think would be problematic based on how the python works (it generally doesn't like to keep track of things over several turns, from what I recall).

    doMongolGreatGenerals assigns a GG to:
    1) The capital city, if that exists. I think this happens through the normal game mechanics; that's the ine of "if (pCapitalCity != "") " checking to see if there's a capital city. If there is, then of course the GG just gets generated like normal I don't precisely understand the python here, as it seems to read the opposite of this, but I 'know' how it works in practice.
    2) The first camp. Yes, it's always the first camp.

    The function goes:

    Code:
    iExperienceThreshold = pPlayer.greatPeopleThreshold(true)
    # iExperienceThreshold is set to the value of the experience needed for a great general to pop.  
    #I think this is based on the great person (generic), not a separate value for GGs, but 
    #I'm not reading the SDK code so I'm not sure what the (true) option means.
    			
    			if (pPlayer.getCombatExperience() > iExperienceThreshold):
    # If the total combat experience is over the experience threshold, then let's pop a GG :)				
    				# Decrease experience count
    				pPlayer.setCombatExperience(pPlayer.getCombatExperience() - iExperienceThreshold)
    				
    				# Find first Camp
    				apUnitList = pyPlayer.getUnitList()
    				for pUnit in apUnitList:
    					if (pUnit.getUnitType() == self.iCampID):
    						
    						iX = pUnit.getX()
    						iY = pUnit.getY()
    						
    						break
    				
    				# Create Warlord / 'Great General'
    				pPlayer.createGreatPeople(self.iWarlordID, false, true, iX, iY)

    So basically your questions: greatPeopleThreshold is the threshold for the next Great Person (which I think is slightly different from regular Warlords, but I'm not 100% sure). getCombatExperience gets the current experience counter value to compare to said threshold.

    Take a look at my walkthrough of this mod:
    civilization4.net is your first and best source for all of the information you’re looking for. From general topics to more of what you would expect to find here, civilization4.net has it all. We hope you find what you are searching for!


    It might help you a bit I helped test this mod (you can see some of the fun of developing it on the civ4 news archives, Jon "Trip" Shafer did a live presentation about it at Apolycon) and I think it's really a fun mod to play, I still play it from time to time even though I've probably played it between testing and real game over 100 times...

    Feel free to ask if you have any questions, I don't always browse this particular subforum but I'm around somewhere
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

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