JUnitCapture Mod Thread
This mod is intended to be used in conjunction with Unit Allegiance Mod (origonially by Snaif, currently supported by TheLopez here).
JUnitCapture mod is setup with Dr. Elmer Jiggle's CustomEventManager.
The mod also uses my JMoreWorkers Mod.
In my games it always bugs me that if I take a city and there is a Great Prophet or Great Doctor in the city then it just gets destroyed, poof, no reward to me. Same thing with settlers, the one worker you get for capturing them is just not enough.
Because of this I always end up making Settlers and Great People capturable like workers. But to do this in XML requires modifing a tag in 8 unitinfos for regular vanilla Civ4. If your using a composite mod you can be looking at 20 unitinfos that need a tag changed. And assuming you do go through all this work, you don't have much control over the chance that the given unit will be captured. So I whipped up this mod. It allows you to turn on and off the captureing of Settlers, Workers, and Great People. You can also set the percent chance that each category of unit will be captured.
Note: In v0.22 and later there is a config.ini new config.ini option. This option makes units change into a slave unit before its ownership is changed to that of the capturing player. Which of the 2 slave units is chossen is randomly chosen.
Explanation:
In a unmodded Civ4 game.
If your unit enters a square with an enemy worker, you don't kill the worker unit, you capture it.
If your unit enters a square with an enemy settler, you kill the settler unit and are given a single worker unit.
If your unit enters a square with an enemy Great Person (Great Prophet, Great Statesman, ect), you destroy the Great Person.
In a JUnitCapture Mod Civ4 game.
If your unit enters a square with an enemy worker, there is a percent chance that you capture the worker unit. If the worker unit is not captured it is killed.
If your unit enters a square with an enemy settler, there is a percent chance that you capture the settler unit. If the settler is not captured it is killed.
If your unit enters a square with an enemy Great Person, there is a percent chance that you capture the Great Person instead of just killing it. If it isn't captured then it is killed.
Note to Modders:
This is a small python modcomp and doesn't not require any xml files. However, for some of the extra features, my JMoreWorkers Mod has been include. This additional mod comes with a couple xml files that must be used for the extra features to function. In the unitinfo.xml file included with this mod, the capture tags of the settler, worker, fast worker, slave, and african slave units changed to NONE instead of UNITCLASS_WORKER.
This mod is intended to be used in conjunction with Unit Allegiance Mod (origonially by Snaif, currently supported by TheLopez here).
JUnitCapture mod is setup with Dr. Elmer Jiggle's CustomEventManager.
The mod also uses my JMoreWorkers Mod.
In my games it always bugs me that if I take a city and there is a Great Prophet or Great Doctor in the city then it just gets destroyed, poof, no reward to me. Same thing with settlers, the one worker you get for capturing them is just not enough.
Because of this I always end up making Settlers and Great People capturable like workers. But to do this in XML requires modifing a tag in 8 unitinfos for regular vanilla Civ4. If your using a composite mod you can be looking at 20 unitinfos that need a tag changed. And assuming you do go through all this work, you don't have much control over the chance that the given unit will be captured. So I whipped up this mod. It allows you to turn on and off the captureing of Settlers, Workers, and Great People. You can also set the percent chance that each category of unit will be captured.
Note: In v0.22 and later there is a config.ini new config.ini option. This option makes units change into a slave unit before its ownership is changed to that of the capturing player. Which of the 2 slave units is chossen is randomly chosen.
Explanation:
In a unmodded Civ4 game.
If your unit enters a square with an enemy worker, you don't kill the worker unit, you capture it.
If your unit enters a square with an enemy settler, you kill the settler unit and are given a single worker unit.
If your unit enters a square with an enemy Great Person (Great Prophet, Great Statesman, ect), you destroy the Great Person.
In a JUnitCapture Mod Civ4 game.
If your unit enters a square with an enemy worker, there is a percent chance that you capture the worker unit. If the worker unit is not captured it is killed.
If your unit enters a square with an enemy settler, there is a percent chance that you capture the settler unit. If the settler is not captured it is killed.
If your unit enters a square with an enemy Great Person, there is a percent chance that you capture the Great Person instead of just killing it. If it isn't captured then it is killed.
Note to Modders:
This is a small python modcomp and doesn't not require any xml files. However, for some of the extra features, my JMoreWorkers Mod has been include. This additional mod comes with a couple xml files that must be used for the extra features to function. In the unitinfo.xml file included with this mod, the capture tags of the settler, worker, fast worker, slave, and african slave units changed to NONE instead of UNITCLASS_WORKER.