v0.5alpha Multiple Maps
Yeah, multiple maps... Don't get your expectations too high. There are now two planes. And you can switch between them by using a spell or clicking a button. But this doesn't work as smooth as I'd like. On the second map/plane you see the resources and the citynames of the first map/plane. And you can't really save and load. And I'm sure there are some other bugs I didn't find yet.
But at the moment I'm not motivated enough to do anything to fix any of these. So I if you are go on and take a look. Feel free to ask questions if you want.
You can download the source and the Demo-Mod.
v0.4 Promotions and Movement
Well, this update could have come earlier but an exam at university was distracting me. Important changes:
v0.3 Spells!
Great news everyone. I just added the possibility to add spells, that can be cast by units. I even enabled the AI to use them but that part isn't really tested...
Because I made so many changes (e.g. added a new XML file for the spells) I will - aside from the dll - publish a small demo mod at the completed modpacks forum that can be used as base for further experimentation.
v0.2 Magic as a yield
I've made a custom CvGameCoreDLL.dll that allows a mod to have magic as another tile yield. I also added the possibility to fine-tune unit support a bit more. You can now specify how much upkeep a unit needs and you can even specify magic upkeep.
Additional comments:
I plan (if I don't get to lazy) to add further features to this mod to increase the modability towards the fantasy theme.
If someone wants the source i can send it to him/her.
The .dll can be found here.
The source can be found here.
Feel free to make suggestions on how to continue.
Yeah, multiple maps... Don't get your expectations too high. There are now two planes. And you can switch between them by using a spell or clicking a button. But this doesn't work as smooth as I'd like. On the second map/plane you see the resources and the citynames of the first map/plane. And you can't really save and load. And I'm sure there are some other bugs I didn't find yet.
But at the moment I'm not motivated enough to do anything to fix any of these. So I if you are go on and take a look. Feel free to ask questions if you want.
You can download the source and the Demo-Mod.
v0.4 Promotions and Movement
Well, this update could have come earlier but an exam at university was distracting me. Important changes:
- Promotions can raise the maximum mana points or the mana regeneration of a unit
- You can have a mana per move cost. This means (amongst other things) you can have units that just move (for example) every third turn.
v0.3 Spells!
Great news everyone. I just added the possibility to add spells, that can be cast by units. I even enabled the AI to use them but that part isn't really tested...
Because I made so many changes (e.g. added a new XML file for the spells) I will - aside from the dll - publish a small demo mod at the completed modpacks forum that can be used as base for further experimentation.
v0.2 Magic as a yield
I've made a custom CvGameCoreDLL.dll that allows a mod to have magic as another tile yield. I also added the possibility to fine-tune unit support a bit more. You can now specify how much upkeep a unit needs and you can even specify magic upkeep.
Additional comments:
I plan (if I don't get to lazy) to add further features to this mod to increase the modability towards the fantasy theme.
If someone wants the source i can send it to him/her.
The .dll can be found here.
The source can be found here.
Feel free to make suggestions on how to continue.
