View Full Version : [MODCOMP] 2-Plots City Radius
NeverMind Mar 23, 2009, 06:37 AM SDK Modcomp for Colonization 1.01
This modcomp makes it so that settlements can work 21 (instead of vanilla 9) squares as in Civ4. Look at the screenshot below.
http://forums.civfanatics.com/downloads/col2_cityradius2_abW_thumb.jpg (http://forums.civfanatics.com/downloads/col2_cityradius2_abW.jpg)
Min. city range also changed to 2.
Download (815k) (http://forums.civfanatics.com/downloads.php?do=file&id=11994)
Installation
- Unpack it to your Col2\Mods folder.
- Game Menu: Advanced--Load a Mod--Radius2.
Dale Mar 23, 2009, 06:54 AM Looks cool! :D
But interested to see how much it imbalances food and population growth.
NeverMind Mar 23, 2009, 07:26 AM I'm interested, too, but haven't yet played this mod much. :)
snipperrabbit!! Mar 23, 2009, 09:46 AM One can allways change the growth threshold to a scalable growth threshold if it's unfair.
PiMan Mar 24, 2009, 06:10 AM Not having played it yet, I can tell that natural population growth will need to be slowed, and that you should try to allow four people working per building.
The Rusty Gamer Mar 24, 2009, 05:50 PM Dale, I think such an idea might be useful in a limited scope for AODII.
Perhaps a leader attribute that allows the extra work squares
OR
A building which can only be built once every so-many colonies which expands that work space of that colony only
OR
Enabled by a Founding Father
OR
Not enabled until you reach a culture level for that colony 1 level above what you'd normally expect in Civ 4. eg: Instead of reaching 20 culture points, the next level after that (is it 100 - don't know off hand?)
Jabie Mar 25, 2009, 07:36 AM ...or base it on Influence and add it to the Game Options, so players can choose to cover more or less ground.
NeverMind Mar 25, 2009, 08:15 AM It is based on influence/Culture. When you found a colony, you start with 9 plots as usual and get access to the larger radius plots as soon as colony cultural level raises.
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Aymerick Apr 03, 2009, 06:10 AM It is based on influence/Culture. When you found a colony, you start with 9 plots as usual and get access to the larger radius plots as soon as colony cultural level raises.
That's true, but when founding your colony next to a native settlement you get more then 9 plots by buying their land (see screenshot...). The number of plots you buy is defined at the doFound/bBuyLand action in the CvUnit.cpp and refers to the NUM_CITY_PLOTS that you've set to 21.
I've tried a few things and i got good results with simply changing this:
for (int i = 0; i < NUM_CITY_PLOTS; ++i)
to this:
for (int i = 0; i < 9; ++i)
Dale Apr 03, 2009, 06:58 AM Yuck, I hate hardcoded values. They always bite you in the ass later on.
Jeckel Apr 14, 2009, 04:33 PM Right, but just change that 9 to a GlobalDefine, NUM_FOUND_CITY_TILES or somthing.
Nice Mod by the way. :king:
donlep Apr 24, 2009, 10:12 AM i tried out this mod but it doesnt work for me
im not sure if i did something wrong when trying to unzip it to the mod folder, im able to load the mod, but im 200 turns in and my size 24 city still only have 1 radius, even after it has grown in cultural influence several times
im playing with the latest patch does the mod not work with that one?
Aymerick Apr 24, 2009, 10:21 AM i tried out this mod but it doesnt work for me
im not sure if i did something wrong when trying to unzip it to the mod folder, im able to load the mod, but im 200 turns in and my size 24 city still only have 1 radius, even after it has grown in cultural influence several times
im playing with the latest patch does the mod not work with that one?
Yes, it works with the patch.
Did you unzip in your C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods folder?
donlep Apr 24, 2009, 10:36 AM yeah but i did it wrong:)
i unzipped it on the desktop and put it in the folder, and it didnt work
now i deleted it and unzipped it directly to the mod folder and its working:)
Whaleyland May 23, 2009, 07:31 AM I like the idea behind this mod but when it is used, it seems to cost more to build near a native settlement. The extra city size also makes it hard to build as close to your other settlements. But the biggest problem is that it is nearly impossible to see the icons in the little plot box using this mod. I kept clicking on the wrong tile. You may want to find a way to make it bigger.
Monjis Jan 06, 2010, 09:50 AM There is any way that I could play this mod AND Age of discovery 2?
Aymerick Jan 06, 2010, 11:05 AM There is any way that I could play this mod AND Age of discovery 2?
There is KJ Jansson's [MODCOMP] Addon for Age of Discovery II 1.10 (http://forums.civfanatics.com/showthread.php?t=320868)... But it hasn't been updated for AoDII v1.12 yet...
Gabbysdad2 Jan 16, 2010, 05:09 PM I can't turn Automation Off, And am wasting lots of goods
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