View Full Version : [MOD] Military Great Leaders (MGL) in Civ IV
jok Feb 14, 2006, 12:05 PM LeaderMod for Civilization IV from Jok
v1.61
Supported Languages: English and German
Changes from the original Game:
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The well-known MGL (Military Great Leader) from Civ III are now integrated in Civ IV. Here they are called "General".
Installation:
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Copy the Folder "LeaderMod" in the archive with all sub-folders in the Mod-folder of Civ IV (e.g. C:\Program Files\Sid Meiers Civilization IV\Mods\ )
Starting a Game with this Mod:
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After starting the Game, you can run this Mod from the main menu. After the mod has loaded, you can start a game as you are used to.
Promotion of a Unit to General:
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A unit can be promoted to General in a Fight. When you fight against barbarians or animals, no unit can be promoted. Only land units can be promoted. The bigger the level of the vitorious unit is, the bigger is the chance to become the promotion to General. A unit, that is already promoted to General, can not be promoted again.
Chancen to become the General Promotion:
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Level of the victorius unit / Chance
1 (0 Promotions) / 0%
2 (1 Promotion) / 1%
3 (2 Promotions) / 3%
4 (3 Promotions) / 5%
5 (4 Promotions) / 10%
6 (5 Promotions) / 20%
>6 (more than 5 Promotions) / 30%
What can a General do:
======================
A General can be moved with the fastest land units in Civ IV in a Stack. He has "1" Combat Strength and is only defensive. A General gives land units on the same plot a Combat Promotion of 25%. A General can also hurry up city production, you lose the unit in this case.
The AI fortifies their Generals in cities. Other options i didn't, where the AI uses the General in a good way.
History:
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v1.61
The Mod can be played with patch 1.61
v1.0
First released version, can be played with patch 1.52
Credits:
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- Ideas from the RealFort-Mod of Bhuric (www.civfanatics.com)
- Thanks to Sansi and Octavian (www.civforum.de) for the Python help.
- Big thanks to Arne (www.civforum.de) for the unit skin and the unit button.
- Thanks to all Members from www.civforum.de for the help to find the unique names for the Generals.
jok Feb 14, 2006, 12:05 PM Well, i guess here are many people who has a better english than I do. If you have any suggestions to make the english texts better, i would be happy if you post them here.
If someone is able to write some spanish, italian or french texts for my mod, i would also be happy if you post them here.
When some changes are done, I will post the text file here as a "language patch".
I hope you enjoy my small modification.
In the Attachements I put an Image of the Unit graphic used for the General, and the buttons used.
TheLopez Feb 14, 2006, 12:12 PM jok,
You might consider merging this with either the Great General mod or the Great General Amped mod since those mods already do some of the things are you are doing in your mod.
jok Feb 14, 2006, 01:21 PM jok,
You might consider merging this with either the Great General mod or the Great General Amped mod since those mods already do some of the things are you are doing in your mod.I looked some time ago (this mod was released beta on civforum.de 2 months ago) on the Great General mod of Snaitf. In his mod, Great Generals are born in cities, like other Great Persons. For them you need "Great Person Points".
My Mod lets the Generals "born" in fights, like in Civ III. I think this is another way to introduce military Great Persons in the Game.
Sure, you can combine these two mods, but in my eyes they're real different.
The Amped Mod I didn't recognize yet, i will look for it in the next days.
mattpilot Feb 18, 2006, 10:22 PM I like jok's mod way better than the others.
Thanks mate!
Although i'll try to tone the bonus down a little - if i can figure it out ;)
mattpilot Feb 18, 2006, 11:12 PM problem:
It ain't working.
I also have bhruics real fort mod installed - perhaps thats causing a conflict?
Unit shows up fine in world builder.... in the few tests iv'e done i wasn't able to generate a leader (I used 65 EXP units in tests).... should of at least gotten 1 in 10 tests.... at 30%, no? plus... the generals promotion is not showing up on units within the same square of the general.
Realfort mod still works fine, so perhaps no conflict?
i guess i should also add i tried to merge your mod into meh own set of mods. I tried my best and i didn't get any errors. Copied all files and made all changes. ONly change i made to python files was to change the "import CvLeaderEvents" from the interface line to the CvCustomEvents folder ... since i have other mods to accomodate.
any idea?
jok Feb 19, 2006, 04:25 AM I like jok's mod way better than the others.
Thanks mate!
Although i'll try to tone the bonus down a little - if i can figure it out ;)Thank you.
You mean the 25% Combat Bonus? This one you can change in the File /Assets/Units/Civ4PromotionInfo.XML. The Promotion_Leader is the bonus promotion, here you can change the bonus.
I dind't try to combine this mod with the realfort-mod. For combining these two mods you have to change at least the PromotionInfo-File and the python-files.
What you tell (get no leaders, no promotions) sounds like a python problem... Do you have a CustomEventManager.py file where the different modules of an event are called?
mattpilot Feb 19, 2006, 09:38 AM What i did was look at all the files you included from ART to XML and made all changes in my own files. I got no error loading those files so i will assume all changes were correct. I can place the unit via world builder and move it, but it gives no promotion bonus.
With the python files i included the leader.py and CvLeaderEvents.py into my Python folder.
I did not include teh "CvEventInterface.py" because i already had one. What i did was open my "CvCustomEventmanager.py" and add the line "import CvLeaderEvents" in the appropriate area.
Since i got no error message loading, i'm assuming it caused a conflict with another mod.
MOds i'm using:
import CulturalDecay
import TechConquest
import AbandonRazeDemolish
import SettlerReligion
import SdCultureConquest
import RealFort
import CvLeaderEvents
mattpilot Feb 19, 2006, 03:53 PM n/m i got it to work.
I didn't realize you had 2 lines, On combatresult and OnMove, in the eventmanager. SO i added those and it works now.
Awesome mod!
thanks
jok Feb 20, 2006, 08:25 AM Oh i guessed right where the mistake should be ;)
Have fun with this mod.
As I said above, if someone can give me better texts for this mod, i would be happy to build them in the mod.
mattpilot Feb 20, 2006, 01:43 PM Your text seems fine.
% seems a little high though. First combat i made in my current game was a warrior with 2 promotions attacking another warrior. 3% chance. I got lucky and got a general on this first combat. Lucky for me cause that 10% (i modded it down) saved my arse defending the city. Would of probably lost otherwise.
Furthermore, one might consider giving the unit also "UNITAI_ATTACK_CITY" as an AI attribute so the AI takes it to attack.
I'm guessing du to its low strength the AI will automatically try to protect it with better units - though one would have to test that. I doubt it would send the unit on a suicide run with only 1 strength.
roidesfoux Feb 20, 2006, 02:56 PM The general can't attack, so it wouldn't actually suicide against a city. I have seen the AI attack my city with most of an army, and have the last unit or two run away (although I've seen them send the entire stack to certain doom much more often). If they do send the general along, it would probably run away after the rest of the army was destroyed. Since it has a movement of 3, it should be able to escape from foot troops, although it would get run down by mounted untis (unless it could get to roads in friendly territory).
I'll change my generals to "UNITAI_ATTACK_CITY" and see what happens.
-RdF
P.S. 25% seems like too much, but 10% not enough. I'm going to try 15%
Swiss Bezerker Feb 20, 2006, 08:29 PM That sucks.... I was hoping it would work like the other great people.....
jok Feb 21, 2006, 08:32 AM That sucks.... I was hoping it would work like the other great people.....If you like the General's born in cities like other Great People, you should use the Great General or the Great General Amped mod instead of my one...
The UNITAI_ATTACK_CITY I tryed as well, in my test the AI fortified this unit in Cities too... The General can't attack (I guess that's the reason for the AI's behaviour) and there is no way to say the AI to move the General in Stacks. So I decided the City Defense setting. Maybe the SDK give the possibility to say the AI "Move the General in an Attack Stack".
The % of the Bonus the Leader gives I tried in several games and I feel lucky with the 25%. Even the Chances to get a Leader I tried many different values. As I said above, the Mod was realeased beta on civforum.de about 2 months ago and was also tested by other players.
mattpilot Feb 21, 2006, 08:45 AM As I said above, the Mod was realeased beta on civforum.de about 2 months ago and was also tested by other players.
I can't believe you've been holding out on us.
;)
parmenion05 Feb 21, 2006, 09:28 AM good idea I was waiting for that since the begining!!!!
O.O. Howard Feb 21, 2006, 10:55 AM Jok, I like this alot and have been hoping for something like this. I have a request.. would it be possible to add an ability to the General? I would like to see the general be able to give a 'buff' to units in the stack so that they all get one more movement point. Fall from Heaven mod has a mage type that can give this buff. Instead of magic it would for us be military. i would call it 'forced march'. What do you think?
jok Feb 21, 2006, 02:36 PM Jok, I like this alot and have been hoping for something like this. I have a request.. would it be possible to add an ability to the General? I would like to see the general be able to give a 'buff' to units in the stack so that they all get one more movement point. Fall from Heaven mod has a mage type that can give this buff. Instead of magic it would for us be military. i would call it 'forced march'. What do you think?In my Mod a Unit moved on another plot as the General loses its promotion.
If you move the Stack with the General with the Group function, this would be easy... You just have to change the XML "Civ4PromotionInfos.XML" the Promotion "Promotion_Leader". Here you can say <iMoveDiscountChange>1</iMoveDiscountChange> (like in Mobility).
When you don't move your units in a stack, the units will lose their promotion when they are not on the same plot as the General. This one would be harder, in this case python edit is necessary.
I guess it's possible to make the Promotion "forced march", and give them to units, who are on the same plot as a General at the beginnig of a player's turn.
CurtSibling Feb 23, 2006, 07:41 AM I look forward to trying this mod tonight!
:)
jok Feb 23, 2006, 10:21 AM I look forward to trying this mod tonight!
:)Have fun ;) I'm looking forward to your review ;)
mattpilot Mar 05, 2006, 05:11 PM After some extensive play testing, here's are my results....
I still believe 25% is to much of a bonus and find 10% to be near perfect (at least for my purposes). If you use the Zuul promotion & traits mod that goes overboard on bonus', then 25% is a much better choice.
Next, the appearence percentages are way to great. They are by no means 'special' because everyone has plenty of them. One AI got 10 out of one war alone. 3 of which are now sitting in the Civs capital. I changed that now to 1% per promotion. Again, for my purposes this seems a bit more appropriate. Perhaps you and others prefer them to be more plentyful.
Next, the AI code. I wasn't to fond of the City defense attributes. As you mentioned in the beginning, the AI will send them to their cities and fortify them.
I've gotten better results with giving the unit the "ATTACK, CITYATTACK, and CITY_SPECIAL" AI scripts. While i've made this change a short time ago, the AI does appear to move them around more and keep them in stacks. Plus, i've given them the MEDIC I(one) promotion and a strength of 5 (as to not make it to powerful should someone get a early great leader). The medic1 also helps the AI since he NEVER gives his units that promotion - which kinda sucks.
Anyhow - thats my feedback!
Thanks again for this excellent mod!
CellKu Mar 06, 2006, 05:48 AM That sounds to be a very interesting mod! What I haven't really understood is how the appearance of the General works: Do I get the General in addition to my victorious unit - as in Civ3 - or instead of it - meaning I promote a unit, e.g. a tank, to a General an thereby lose that unit (=my tank)?
@ mattpilot: Could you post the changes you made? I would be highly interested in them.
CellKu
CurtSibling Mar 06, 2006, 06:57 AM Have fun ;) I'm looking forward to your review ;)
I'll give my review soon!
:D
solvero Mar 06, 2006, 07:02 AM Thanks, I thought of it too but I didn't know how to do it. Sounds like a great mod!
mattpilot Mar 06, 2006, 08:21 AM That sounds to be a very interesting mod! What I haven't really understood is how the appearance of the General works: Do I get the General in addition to my victorious unit - as in Civ3 - or instead of it - meaning I promote a unit, e.g. a tank, to a General an thereby lose that unit (=my tank)?
@ mattpilot: Could you post the changes you made? I would be highly interested in them.
CellKu
You get an additional unit and keep the old one. The old one is only modified to get an extra promotion, which does nothing other than prohibit it from generating another general. Kinda like Civ3 and the * after Elite.
As for my changes - what do you mean? I thought i described them in the above post. As for 're-releasing' my changes as download - i can't do that. I got the files modified with other mods which would screw up everything else for you.
It would be much easier to just edit it yourself. its not to hard. Simply modify the promotions file to get a lower bonus and modify the Units file to change the AI scripts. To change the apperearence %, modify the leader.py with notepad and you'll quicly see the else/if statements that have some numbers displayed.
CellKu Mar 06, 2006, 12:32 PM You get an additional unit and keep the old one. The old one is only modified to get an extra promotion, which does nothing other than prohibit it from generating another general. Kinda like Civ3 and the * after Elite.
As for my changes - what do you mean? I thought i described them in the above post. As for 're-releasing' my changes as download - i can't do that. I got the files modified with other mods which would screw up everything else for you.
It would be much easier to just edit it yourself. its not to hard. Simply modify the promotions file to get a lower bonus and modify the Units file to change the AI scripts. To change the apperearence %, modify the leader.py with notepad and you'll quicly see the else/if statements that have some numbers displayed.
Thanks for the explanation. And about your changes: I thought you had a clean version. But if you have included other mods as well then you are right and re-releasing wouldn't make sense. I will see whether I can make the changes myself. I hope I can figure out where the numbers are that I have to change.
CellKu
CellKu Mar 06, 2006, 01:29 PM Oh, and btw, is the Great Leader unit the same during all the eras? I saw that TheLopez in his mod made the leader unit change to a marine in the later eras. Would something like that be possible here as well?
CellKu
CellKu Mar 07, 2006, 05:11 AM @mattpilot: Did you also change the "defaultunitai" in Civ4UnitInfos.xml from unitai_defense to unitai_attack? Or what is that for?
CellKu
mattpilot Mar 07, 2006, 07:58 AM @mattpilot: Did you also change the "defaultunitai" in Civ4UnitInfos.xml from unitai_defense to unitai_attack? Or what is that for?
CellKu
What i did was remove the defense AI protocols and added the ones from an offensive unit.... Macemen or so.... copy&paste - real simple. I believe it was just "ATTACK" and "CITY_ATTACK" ... i also removed the "city_special" i mentioned earlier again. I only want offensive doctrine for my leaders :)
CellKu Mar 07, 2006, 08:18 AM What i did was remove the defense AI protocols and added the ones from an offensive unit.... Macemen or so.... copy&paste - real simple. I believe it was just "ATTACK" and "CITY_ATTACK" ... i also removed the "city_special" i mentioned earlier again. I only want offensive doctrine for my leaders :)
Thanks mattpilot, I had already made your changes ("attack" etc. via copy&paste) when I discovered this "defaultunitai" which I hadn't seen mentioned in your post. That is why I asked. It is a few lines above from the AI-protocols that you mentioned.
jok Mar 12, 2006, 02:22 PM Oh i just recognized I didn't look in this thread for a few days now.
As mattpilot explained (thank you) the 25%-Combat-Bonus and the Chances to get a Leader are very simple edit work. Thank you also for the feedback.
It is possible to change the Apperance of the Leader, like workers or workboats do. Arne, who skinned me this unit, hasn't much time so i was glad to get this one. I think its good for a time from about 3000bc up to about 1900ad, thats why i put only one unit in it.
When I tested the Mod with the city_attack i just saw the AI run with their General's to cities, maybe because their low combat strength. I think the changes of mattpilot are quite good.
So, now I will go to bed :)
jok Apr 17, 2006, 03:39 AM The Mod can now be played with patch 1.61. No other gameplay issues are changed.
CellKu Apr 17, 2006, 04:26 AM Great, thanks a lot! :) I like your mod very much. Have you thought about the idea of including a more modern looking General for the later eras?
CellKu
jojoweb Apr 22, 2006, 10:49 AM Hum Hum, do you think that we can give to a victorious unit some probabilities to become an other unit ? A engineer, or a merchant. Because, in your mod, the general is only a promotion (or am i stupid ? ^_^).
But me, i want my victorious unit to become a other unit. And i don't know how to do this (if it's possible).
If you could help me, i would be so happy ^_^.
Caesium Apr 22, 2006, 12:28 PM Hum Hum, do you think that we can give to a victorious unit some probabilities to become an other unit ? A engineer, or a merchant. Because, in your mod, the general is only a promotion (or am i stupid ? ^_^).
But me, i want my victorious unit to become a other unit. And i don't know how to do this (if it's possible).
If you could help me, i would be so happy ^_^.
You get a general and the unit that brings up the general gets a promotion that shows that it brought up the general. A unit on the same square as the general gets a promotion too (enhanced strength) until it leaves the square.
jojoweb Apr 22, 2006, 12:55 PM Ok, i have re-tested the mod, it works well ^_^.
Houman May 04, 2006, 09:41 AM @Jok,
Two files are missing:
Both Promotion buttons leadership.dds and loyalty.dds are missing. :(
May someone please provide these files?
Thanks
Houman
Houman May 08, 2006, 02:19 AM Is this Mod already dead? Wow that was quick... :)
Well two buttons are missing, which make this mod incomplete. Its a pity...
Caesium May 08, 2006, 03:07 AM Is this Mod already dead? Wow that was quick... :)
Well two buttons are missing, which make this mod incomplete. Its a pity...No, but jok is involved in the development for a new modification for Civ4.
Here are the buttons, but they also are implemented in Civ4 Vanilla itself.
Houman May 08, 2006, 05:20 AM Oh they are already implemented? I didn't check for that. I thought he made new buttons hence new idea. I didn;t know there were unused promotion buttons.
Cheers
Houman
jok Jun 16, 2006, 11:28 AM Thanks Caesium for the help.
I'm sorry, that i didn't take a look in this thread for such a long time. But, as Caesium said, i spend much time in developing a Mod in the german Civforum. And I have also Real Life ;)
dh_epic Jun 20, 2006, 03:49 PM I'd be concerned that warmongers no longer have to make the difficult choice between building an army and building a wonder. Allowing them to do both does really change game balance -- making war the only logical option, and patient peace (especially building up those great engineers) starts looking like a pretty dumb strategy.
Just food for thought. People are welcome to play the way they want.
jok Jun 21, 2006, 11:19 AM Yes, i heard it from other people in the German Civforum too, that the ability to build Wonders is very strong.
But you can be free with modyfing this in the XML's. And I can't publish a version for every kind of player. There are people who say there are too much leaders, others say, they are too less...
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