Davinci Fan
Jun 06, 2007, 09:39 PM
I am curious if some of the ideas I have for a mod can be implemented, and if so, in what format (XML, Python, SDK, etc). If anyone could give me pointers on how to implement these ideas, such as what files to look at/edit, I would be grateful.
Any items in brackets stand in for a generic example of that type (i.e. [Unit] stands for a unit I have in my game. I don't want to confuse anyone with flavor, so I'm leaving it out of my post.)
1. [Religion] will only spread in a Civilization's lands if they have researched [Technology].
2. [Civilization] starts with [Religion] and it's first city is that religion's holy city.
3. [Unit] costs 15 Food in addition to 50 hammers (NOTE: this is different from settlers/workers)
4&5. Forests generate 2 Wood per turn in addition to hammers/food. [Unit] costs 20 Wood in addition to 10 Food and 20 hammers (similar to 3)
6. [Unit] costs 2 Hammers per turn from its home city. If these cannot be produced, [Consequence]. (Such as population goes down by one, unit is destroyed, etc.)
6 and a half. [Unit] costs 2 Hammers and 3 Wood per turn etc...
Thank you for your input.
Any items in brackets stand in for a generic example of that type (i.e. [Unit] stands for a unit I have in my game. I don't want to confuse anyone with flavor, so I'm leaving it out of my post.)
1. [Religion] will only spread in a Civilization's lands if they have researched [Technology].
2. [Civilization] starts with [Religion] and it's first city is that religion's holy city.
3. [Unit] costs 15 Food in addition to 50 hammers (NOTE: this is different from settlers/workers)
4&5. Forests generate 2 Wood per turn in addition to hammers/food. [Unit] costs 20 Wood in addition to 10 Food and 20 hammers (similar to 3)
6. [Unit] costs 2 Hammers per turn from its home city. If these cannot be produced, [Consequence]. (Such as population goes down by one, unit is destroyed, etc.)
6 and a half. [Unit] costs 2 Hammers and 3 Wood per turn etc...
Thank you for your input.