[MOD] Military Great Leaders (MGL) in Civ IV

jok

Chieftain
Joined
Dec 23, 2005
Messages
44
Location
Kassel - Germany
LeaderMod for Civilization IV from Jok
v1.61

Supported Languages: English and German


Changes from the original Game:
===============================

The well-known MGL (Military Great Leader) from Civ III are now integrated in Civ IV. Here they are called "General".


Installation:
=============

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:
==============================

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:
===============================

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:
========================================

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:
======

v1.61
The Mod can be played with patch 1.61

v1.0
First released version, can be played with patch 1.52


Credits:
========

- 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.
 

Attachments

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.
 

Attachments

  • general.JPG
    general.JPG
    31.2 KB · Views: 1,542
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.
 
TheLopez said:
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.
 
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 ;)
 
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?
 
mattpilot said:
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?
 
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
 
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
 
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.
 
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.
 
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 said:
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.
 
jok said:
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.

;)
 
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?
 
O.O. Howard said:
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.
 
Back
Top Bottom