View Full Version : Some little tweaks that may be done


Carmina
Feb 09, 2006, 12:16 PM
Hi all,

I'm new in this forum but I have already played some instances of Civ4.
Great game, but some little things bother me. I think they are not to hard to mod, but I've no talent in programming and as exam are coming ( second session, I musn't fail ;) ) I can't put some time in...
So I search someone able to do this for me.. And of course you can give me your opinion about my suggestions..

1) Forest :
- At early ages, fertile lands were almost entirely recover by forest or jungle, so forest ( or jungle ) should be present on about 80-90% of the meadows tiles. To prevent too fasts productions at start, bonuses to production should be lowered by half, or even 2/3...

- It's only with agriculture that forest began to be cutted down. So workers should be able to do this with the corresponding research

- Maybe a tech allowing to replant forests but unlike actual green mod, a new planted forest should grow, like hamlet, but should be longer to be completed.

2) Resources :

- I think all resources should be invisible at start. First cities were established near rivers or strategic places, so it should be privilegiated over resources.
As technologies are researched, they would appear ( Cereal with agriculture etc...)

3) New tech :

- ( handmade ) Clothing, with bonus to hapiness when tinctures, silk and maybe fur, are present. Should reveal these resources.

4) Diplomacy :

- Commercial Agreement : traders, explorer and maybe some ships are allowed to pass the fronteers
- Free pass : only civil units can pass the fronteers. (so like above + workers, priests...) Military unit and colonist should be forbideen
- Cooperation : fronteers are opened to all units

5) Units :

- Priests should be invisible, exept by other priests or spies
- Trader : Unit that would be able to trade resources with other countries. The amount of gold obtained should vary with distance, abundance or lack, and terrain type tyle ( metal would be more expensive in plains that in mountains,the opposite for food
- Slave-trader : with Slave civic, we should be able to train this unit, giving prod bonus when it is associated with military units that win a battle.

That's all for now :)

Carmina
Feb 10, 2006, 08:03 AM
nobody has comments ?

snarko
Feb 10, 2006, 10:06 AM
Not many are willing to make mods others want. They're too busy making the mods they want. I'm not going to make any of it for that reason, but I'll give you some pointers.

1.2. CIV4BuildInfos.xml under <FeatureStruct> there are settings for which tech is required for the action to be able to remove a feature.

1.3. The original tree planting mod was like this. It should still be around somewhere, but I don't know if it's updated for the latest patch.

2. The resources are in CIV4BonusInfos.xml and <TechReveal> sets with which tech they are revealed.

4. Can't change diplomacy before the SDK. Even then it will problably be difficult, so don't expect anyone to do it unless they want it themselves (and capable of doing it!)

5.1. CIV4BasicInfos have an entry for INVISIBLE_SUBMARINE. Copy the entry and rename the copy. In CIV4UnitInfos.xml change the <Invisible> tag for the appropriate units to your newly (re)named variable. <SeeInvisible> works the same way, except it decides which units can see the invisible units.

surt
Feb 10, 2006, 10:08 AM
1 is fairly easy, except for the forest growth which will require some python, and maybe artwork (for the partial growth states of forest).

2&3 are pretty easy. You can probably do those yourself, just requires some cutting and pasting in the xml files.

4 is probably challenging. I'm not sure though, I haven't looked too closely at how the existing border agreements allow certain units to pass through. I'm guessing that making the AI understand these new agreements would be challenging though.

5: I'm not sure of the logic behind priests being invisible, and I'm not sure exactly how that works, but I'd guess that would just be xml cut & paste. Trader and slave-trader are probably more work as I think you'd need to add special missions and those are more work.

Carmina
Feb 10, 2006, 10:24 AM
First, thanks for the replies !

It's understandable people don't wanna make a mod for an other person, but I had this hope that someone more able than me would share my ideas :)

thanks to both of you for the clues, I'll browse these files !

I'd like priest to be invisible, this way they'd be able to convert more easily cities. And they are far less spottable than military units ! In fact, I think that most civil units should be invisible, exept colonist which is supposed to have a great package :)