View Full Version : [Mod] Kill List Mod -- track what each unit has killed.


RogerBacon
Feb 26, 2006, 05:25 PM
Version 1.01
02/27/2005
by Roger Bacon
(updated 03/13/06) I forgot to add the "DataStorage.py" file and it won't work without that.


--WHAT IT IS--
This mod gives each of your uints a 'kill list' -- a list of each unit it has killed. It gives the nationality, unit type, and year of the kill.

--HOW TO USE THIS MOD--

Place your mouse over the unit whose kill list you want to see and press the 'K' key (not capitalized) on the keyboard.

Enjoy,
Roger Bacon

http://img205.imageshack.us/img205/2497/killlistscreenshot1nk.th.jpg (http://img205.imageshack.us/my.php?image=killlistscreenshot1nk.jpg)


Version 1.01
Commented out some functions from other mods that I left in by mistake.

Version 1.0
Initial release

TheLopez
Feb 26, 2006, 05:51 PM
Very neat idea Roger, maybe I'll use part of it in the next version of the mercenaries mod, kinda like a resume for the mercenary.

Zuul
Feb 27, 2006, 12:05 AM
Yes nice one. Thought about making this one myself but never came around.

Maybe add health status and gained xp to the report too? What happens on a withdrawal?

Btw before any staff complaines, both of you try to shorten your sigs (more info in the rules).

Rabbit, White
Feb 27, 2006, 06:48 AM
Heh, very cool idea :)

Bilas
Feb 27, 2006, 09:17 AM
Very cool idea! :goodjob:

RogerBacon
Feb 27, 2006, 10:39 AM
Thanks for the nice comments guys. I think this mod should be popular since it isn't a chance in functionality of the game but only an addition to the interface.


What happens on a withdrawal?

This only tracks kills. A withdrawal is an inconclusive fight so it is not recorded.


Btw before any staff complaines, both of you try to shorten your sigs (more info in the rules).

Done

Roger Bacon

Jeff1787
Mar 01, 2006, 02:08 AM
Will this have any effect on the autolog mod??

RogerBacon
Mar 01, 2006, 10:24 AM
Will this have any effect on the autolog mod??

I know nothing about the autolog mod but my mod doesn't save anything in log files so I don't see how it could conflict.

Roger Bacon

S.ilver
Mar 01, 2006, 03:55 PM
This looks very cool. I assume it won't work if the "no cheating" clause is turned on right? (although I'm not sure what the disables other than World Builder). If it still works, then I'm installing it. Want to see godly long kill lists by Bigmen!

RogerBacon
Mar 02, 2006, 08:39 PM
This looks very cool. I assume it won't work if the "no cheating" clause is turned on right? (although I'm not sure what the disables other than World Builder). If it still works, then I'm installing it. Want to see godly long kill lists by Bigmen!

The No Cheating should have no effect on this mod. I believe all that does is disable the world builder. However, as I understand it, NO mods will work in multiplayer... even basic graphics-only ones.

Good luck and I hope you enjoy it. I'm wondering if we'll see people showing screenshots of thier long lists of kills.

Roger Bacon

Vadus
Mar 03, 2006, 07:06 AM
Hey, this is great, I will use this in my mod, I'm planning :)
one question : Is this listing still working after loading a game ?

RogerBacon
Mar 03, 2006, 09:46 AM
Hey, this is great, I will use this in my mod, I'm planning :)
one question : Is this listing still working after loading a game ?

Yes, it will keep a record of the kills after reloading a saved game.

Roger Bacon

S.ilver
Mar 03, 2006, 06:33 PM
One more question for you.

I play SGs, and that's probably the only place I'd use this mod (to show off some uber units to the crowd). Will it still keep track of kills when passed around between players, or only if the person playing it when the unit gets kills has the mod?

RogerBacon
Mar 03, 2006, 10:34 PM
One more question for you.

I play SGs, and that's probably the only place I'd use this mod (to show off some uber units to the crowd). Will it still keep track of kills when passed around between players, or only if the person playing it when the unit gets kills has the mod?

SG is succession game? I don't know what that is but from your question it sounds like some sort of multiplayer format where each player takes turns doing a turn and then passing the file to the nesxt player.

If that is the case then each player would have to be running the mod in order for the kills to be logged. I would assume that each player would have to have the same mods installed anyway in a multiplayer game, just to avoid cheating and what not.

Roger Bacon

zx1111
Mar 07, 2006, 01:26 AM
Great Mod!
But it seems that unit lose their Kill List after unit upgrade..
I didn't notice it after while.. but when I checked Kill Lis of some upgraded unit, it was empty...
I am not sure it is my confusion that it is really a new units or upgraded one ( there are so many similar units in my cities) or real bug.. So check it out...

RogerBacon
Mar 07, 2006, 08:46 AM
Great Mod!
But it seems that unit lose their Kill List after unit upgrade..
I didn't notice it after while.. but when I checked Kill Lis of some upgraded unit, it was empty...
I am not sure it is my confusion that it is really a new units or upgraded one ( there are so many similar units in my cities) or real bug.. So check it out...

Yes, I was afraid of this after I read in another thread how Civ handled upgrades. Aparently, when a unit upgrades in Civ the game engine creates a new unit with the same name and same promotions and then kills the original unit. That means that the data I've associated with the original unit (the kill list) is lost. :( I'll look in to seeing if there is a way around this but I'm not hopeful. What a stupid oversite on their part. You'd think that if they copied the promotion info they would also copy any script data associated with the unit.

Roger Bacon

Zuul
Mar 08, 2006, 11:08 AM
But with sdk this could be fixed at least.

Anyway more stats like:
amount of withdraw
total heal turns
total fortified turns
total distance moved :)
attack kills/defence kills
years in service
best fight :p

and so on would be cool to have :-)

TX-Zen
Mar 09, 2006, 02:04 PM
But with sdk this could be fixed at least.

Anyway more stats like:
amount of withdraw
total heal turns
total fortified turns
total distance moved :)
attack kills/defence kills
years in service
best fight :p

and so on would be cool to have :-)


Big +1 for these suggestions.

I adore stats for units, the more the better.

Teg_Navanis
Mar 11, 2006, 03:20 PM
I can't get the mod to work: I get a "failed to load CvEventInterface" message, the error log says "ImportError: No module named DataStorage".


Edit: After a forum search I found the file in Bhruic's cultural decay mod (http://forums.civfanatics.com/showthread.php?t=143051). You might want to incorporate it into your zip.

Teg_Navanis
Mar 13, 2006, 07:47 AM
Roger, I joined your mod with a Name Generator to fix the upgrade bug. Check this thread (http://forums.civfanatics.com/showthread.php?t=162977)

RogerBacon
Mar 13, 2006, 08:17 AM
Roger, I joined your mod with a Name Generator to fix the upgrade bug. Check this thread (http://forums.civfanatics.com/showthread.php?t=162977)

Good job.
I'm surprised no one else mentioned anything about leaving out the Data Storage file. I guess everyone else already had it but that seems unlikely.

I was planning on updating this mod eventually but my computer's been in for repairs since 03/08/2006. :(

I've got Data Storage here at work so at least I can update the zip file, although I would just suggest everyone download your new mod since it includes everything in mine and more.

Roger Bacon

Sevo
Mar 14, 2006, 07:43 PM
Good job.
I'm surprised no one else mentioned anything about leaving out the Data Storage file. I guess everyone else already had it but that seems unlikely.

I was planning on updating this mod eventually but my computer's been in for repairs since 03/08/2006. :(

I've got Data Storage here at work so at least I can update the zip file, although I would just suggest everyone download your new mod since it includes everything in mine and more.

Roger Bacon

Great mod. I'm going to use it in SevoMod if it's cool...with the upgrade fix. Nice work as always.

RogerBacon
Mar 15, 2006, 10:35 AM
Great mod. I'm going to use it in SevoMod if it's cool...with the upgrade fix. Nice work as always.

Thanks.

Everyone, please feel free to use it in any mod you like. The purpose of open source modding is so everyone can take, use, learn from, and expand on good ideas. I am glad someone took my starting point and expanded it further. I havn't been able to get a chance to do anything since my computer has been in for repairs for the past week.

Roger Bacon

Sevo
Mar 15, 2006, 01:44 PM
Thanks.

Everyone, please feel free to use it in any mod you like. The purpose of open source modding is so everyone can take, use, learn from, and expand on good ideas. I am glad someone took my starting point and expanded it further. I havn't been able to get a chance to do anything since my computer has been in for repairs for the past week.


I've actually used some of the other version to incorporate unit promotions into the list, and I've got an idea about how to overcome the unit upgrade destroying the list without going to random naming. My guess is that the program kills the first unit before replacing it with the new unit. That being the case, you could probably store kill list data in a class variable anytime a unit is killed. When the next unit is "created", you check it to see if it's a plausible upgrade from the "killed" unit, if it belongs to the same civ, and if its sitting on the same plot. If it is, then it's certainly an upgrade, and you take the global variable and tack it back on the new unit. It's just a theory, I'll have to test it out tonight to see if it works.

Anyway, great idea for a mod!

Zuul
Mar 15, 2006, 03:35 PM
But when you get killed call the unit has already lost it's data hasn't it?