Putting my feeble modding skill to use I am designing a truly nomadic civilization for FFH2/FF. Since most of what I am hoping for is very doable, I've decided to share the development plan and pieces of code here - maybe it will help someone trying to achieve the same goal.
Overall changes in the game:
1. Cities are no longer permanent at least for one civilization. They can be packed up into a unit and moved.
2. Buildings that sound like they could be moved - either dependent on skilled people (Forge, Command Post), or small transportable thing (Religious Altar) - are moved either by promotion or by a unit.
3. All land resources become movable, some as promotions, some as units.
4. Movable resources can be sold, traded, used up and spoil.
Where I am at:
Added a civilization "Ambulnati" - butchered Latin for "People of the Walk". At this point the changes are in:
Assets\python\CvEventManger.py
Assets\python\entrypoints\CvSpellInterface.py
Assets\Modules\Ambulnati\
Assets\XML\Units\CIV4PromotionInfos.xml
Got "Establish Settlement" for building city, and "Abandon Settlement" for converting a city into a unit spells working. There is a catch for not having any cities at all - tied to determination of whether the player is alive. Right now I am just making sure that civ cannot commit suicide by abandoning last city. In the future I am hoping to enable COMPLETE_KILLS just for one civ in SDK.
Got Movable Resource working for livestock. Unit picks up resources and carries them as promotions, and drops them where needed. Both spells are working well. Thanks to Lutefisk_Mafia for the code and idea.
Got buildings to turn into promotions - right now only one does, but the mechanic works.
Got culture spreading improvements to work - based on Lutefisk_Mafia's code.
I'll post updates of where I am at by editing this post
Xienwolf, Marnok, Vehem, Lutefisk_Mafia, MagisterCultuum, Arctic_Circle - thanks for answering my endless questions tirelessly
Arctic_Circle - thanks for getting my interest up on this modding lark - it's fun.
Overall changes in the game:
1. Cities are no longer permanent at least for one civilization. They can be packed up into a unit and moved.
2. Buildings that sound like they could be moved - either dependent on skilled people (Forge, Command Post), or small transportable thing (Religious Altar) - are moved either by promotion or by a unit.
3. All land resources become movable, some as promotions, some as units.
4. Movable resources can be sold, traded, used up and spoil.
Where I am at:
Added a civilization "Ambulnati" - butchered Latin for "People of the Walk". At this point the changes are in:
Assets\python\CvEventManger.py
Assets\python\entrypoints\CvSpellInterface.py
Assets\Modules\Ambulnati\
Assets\XML\Units\CIV4PromotionInfos.xml
Got "Establish Settlement" for building city, and "Abandon Settlement" for converting a city into a unit spells working. There is a catch for not having any cities at all - tied to determination of whether the player is alive. Right now I am just making sure that civ cannot commit suicide by abandoning last city. In the future I am hoping to enable COMPLETE_KILLS just for one civ in SDK.
Got Movable Resource working for livestock. Unit picks up resources and carries them as promotions, and drops them where needed. Both spells are working well. Thanks to Lutefisk_Mafia for the code and idea.
Got buildings to turn into promotions - right now only one does, but the mechanic works.
Got culture spreading improvements to work - based on Lutefisk_Mafia's code.
I'll post updates of where I am at by editing this post
Xienwolf, Marnok, Vehem, Lutefisk_Mafia, MagisterCultuum, Arctic_Circle - thanks for answering my endless questions tirelessly
Arctic_Circle - thanks for getting my interest up on this modding lark - it's fun.