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Whosit Clowns Around in EitB PBEM XXVI [SPOILERS!]

(May 2nd, 2013, 00:03)Qgqqqqq Wrote: By the way the combat log thing is in the xml, under PythonCallbackDefines.

Ok, so apparently I forgot about this for 2 weeks. I opened up the PythonCallbackDefines and immediately got lost. frown I have no idea which of those callbacks controls the combat log.

I threw my file in the spoiler. It's long and makes me go cross-eyed.

Quote:<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
<Define>
<DefineName>USE_CANNOT_FOUND_CITY_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CAN_FOUND_CITIES_ON_WATER_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_IS_PLAYER_RESEARCH_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CAN_RESEARCH_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CANNOT_DO_CIVIC_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CAN_DO_CIVIC_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CANNOT_CONSTRUCT_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CAN_CONSTRUCT_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CAN_DECLARE_WAR_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CANNOT_RESEARCH_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_GET_UNIT_COST_MOD_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_GET_BUILDING_COST_MOD_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_GET_CITY_FOUND_VALUE_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CANNOT_HANDLE_ACTION_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CAN_BUILD_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CANNOT_TRAIN_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CAN_TRAIN_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_UNIT_CANNOT_MOVE_INTO_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_CANNOT_SPREAD_RELIGION_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_FINISH_TEXT_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_ON_UNIT_SET_XY_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_ON_UNIT_SELECTED_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_ON_UPDATE_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_ON_UNIT_CREATED_CALLBACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_ON_UNIT_LOST_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_ON_UNIT_MOVE_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_PLOT_REVEALED_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>USE_COMBAT_RESULT_CALLBACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
</Civ4Defines>
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Probably the last one, not that I know for sure.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Well, gave it a shot.

But here's something you all probably already know about:

[Image: EitB%20PBEM%20XXVI%20T51.JPG]

This is not good. Especially considering gtAngel's power is even lower than mine (though not by much). And Serdoa's power is, like, 4x as much as anyone's. If Serdoa manages to eliminate or cripple the Sandalphon, I don't see how he can lose this game. Even if he sticks to our treaty, that means I still have less than 50 turns to make an army strong enough to defend against him. Also he's 100 points ahead of me? I know it's relatively early in the game, but I'm not sure if that represents a gap large enough that I can't overcome it, or if I'm just putting too much stock into score.

I'm gonna send a message gtAngel's way, but there's not much I can do about this right now.

Oh, on the positive not, my Warrior won the battle with the bear and got a promotion. So now I'm camped out on the spot for the next city, and everything should be in order. Should get next city founded on T55.
Reply

Message:

Quote:gtAngel of Sandalphon,

WoRd HaS iT tHaT tHe HoRdE iS oN tHe WaR pAtH
aNd ThAt ThEy'Re CoMiN' dOwN tO gIvE yOu ThEiR wRaTh.
Do YoU hAvE wHaT iT tAkEs tO REsIsT tHeIr IrE?
oR iS mY nEw NeIgHbOr GoNnA dRoWn In FiRe?

~Perpentach
Reply

(May 12th, 2013, 09:37)Thoth Wrote:
(May 10th, 2013, 13:29)Qgqqqqq Wrote: Ewww you build Tower of Eyes?



Brian Shanahan Wrote:I did once. I swear I misclicked.


I built it in FFH III. And I was damned glad I did. WW was an absolute bear in that game and I needed every scrap of WW reduction I could get. +20 WW unhappy in your capital sucks.

The Free Sentry 1 is a red herring. It's the free dungeon in every city that makes the wonder worth considering. wink
Wow yeah FFH MP wars must be epic - do you get WW for every summon?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

I don't think summons give WW.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

It's more complicated than that (of course). Permanent summons (skellies, tigers) give war weariness just like built units. Temporary summons give no war weariness if they win on the attack; otherwise, they give WW just like other units.
Reply

I did not know that last bit, very interesting.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

(May 17th, 2013, 14:31)DaveV Wrote: It's more complicated than that (of course). Permanent summons (skellies, tigers) give war weariness just like built units. Temporary summons give no war weariness if they win on the attack; otherwise, they give WW just like other units.

Ah, thanks. I wonder why temporary summons give war weariness on the defense.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Oops. My post should have read "... if they *lose* on the attack".
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