Fierabras
Emperor
- Joined
- Dec 26, 2006
- Messages
- 1,120
Description:
This is a conversion of the Mongol Camp unit from the Warlords Genghis Khan scenario. The Python script is based on the original code written by Jon 'Trip' Shafer.
Functionality:
Camps have a chance of producing a unit every turn. That chance is increased between five turns. Additionally, the type of unit a Camp produces can be altered depending on what type of terrain and feature it's on. The odds of the type of unit can be greatly favored based on the following:
- Plains: Horse Archer
- Desert: Keshik
- Hills: Archer
- Forest: Trebuchet
You do not begin the game with the ability to spawn Trebuchets. If on Forest prior to obtaining 'Engineering' or any plot type not listed above the chance of each unit being created will not be modified by any bonuses.
Extra:
Included in this mod is a scenario named 'Earth1000AD - Mongol Camp'. It's the BTS version of 'Earth1000AD' with the 2 Mongol settlers and 2 workers removed and 2 camps added.
Download:
http://forums.civfanatics.com/downloads.php?do=file&id=8847
Changelog:
[BTS] Mongol Camp changelog
---------------------------
version 1.3:
- fixed load game/scenario problem
version 1.2:
- fixed bug in unit chance calculation
version 1.1:
- changed DefaultUnitAI and UnitAIs for UNIT_CAMP
- commented out pUnit.NotifyEntity(MissionTypes.MISSION_FOUND)
version 1.0:
- public release
This is a conversion of the Mongol Camp unit from the Warlords Genghis Khan scenario. The Python script is based on the original code written by Jon 'Trip' Shafer.
Functionality:
Camps have a chance of producing a unit every turn. That chance is increased between five turns. Additionally, the type of unit a Camp produces can be altered depending on what type of terrain and feature it's on. The odds of the type of unit can be greatly favored based on the following:
- Plains: Horse Archer
- Desert: Keshik
- Hills: Archer
- Forest: Trebuchet
You do not begin the game with the ability to spawn Trebuchets. If on Forest prior to obtaining 'Engineering' or any plot type not listed above the chance of each unit being created will not be modified by any bonuses.
Extra:
Included in this mod is a scenario named 'Earth1000AD - Mongol Camp'. It's the BTS version of 'Earth1000AD' with the 2 Mongol settlers and 2 workers removed and 2 camps added.
Download:
http://forums.civfanatics.com/downloads.php?do=file&id=8847
Changelog:
Spoiler :
[BTS] Mongol Camp changelog
---------------------------
version 1.3:
- fixed load game/scenario problem
version 1.2:
- fixed bug in unit chance calculation
version 1.1:
- changed DefaultUnitAI and UnitAIs for UNIT_CAMP
- commented out pUnit.NotifyEntity(MissionTypes.MISSION_FOUND)
version 1.0:
- public release