Food caravans - no SDK/Python

patriachica

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Joined
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TITLE: Caravans II for BTS 3.19
AUTHOR: patriachica
DOWNLOAD: http://forums.civfanatics.com/downloads.php?do=file&id=22804
UPDATED: 27 MAY 2014

DESCRIPTION: This mod adds three caravan units to move food, hammers, and culture, and to conduct trade missions. Caravans become available with the construction of a marketplace and cost 50 hammers to build.

Converting caravans to hammers and culture is done using the Great Works function from Great Engineers and Great Artists. Food is rushed by building a temporary 'Farmers Market' building, which a non-random event will convert to food the following turn.

This mod uses no SDK or Python, and you are welcome to use it as a modcom for your own builds.

Developed and tested in BTS 3.19. YMMV.



Spoiler :
Credit to GFO_Anubis for the 'Ancient Caravans' units which are used here with slight modifications. Credit to tywiggins for the idea of converting a temporary building to food. Thanks also due to Solver's 'Guide to event modding in BTS'. SMH to "Tag: ____ in Info class was incorrect. Current XML file is xml\Units/CIV4UnitsInfos.xml" Solution? Start over.

REFERENCES
------------------------
TITLE: 'Guide to event modding in BTS'
URL: http://forums.civfanatics.com/showthread.php?t=230567
AUTHOR: Solver

TITLE: Ancient Caravans
URL: http://forums.civfanatics.com/downloads.php?do=file&id=11293
AUTHOR: GFO_Anubis, Refar, Chuggi
UPDATED: Nov 25, 2008

TITLE: Caravan Mod for BTS 3.19
URL: http://apolyton.net/showthread.php/145599-MOD-Caravan-mod
AUTHOR: tywiggins
UPDATED: December 16, 2005

TITLE: Caravans and Supply Trains v1.0 for BTS 3.19
URL: http://forums.civfanatics.com/showthread.php?t=144726
AUTHOR: Hastur
UPDATED: 12/06/2005


KNOWN BUGS: Only one food rush can happen at a time. i.e. you can't stack farmers markets in a single city, and (I think) only one event will trigger per turn. If you settle six Food Caravans, they'll trigger in order for the next six turns. Sorry, that's a cost of using events XML instead of Python/SDK. Also, there was a bug during development which occasionally caused a Trade Caravan (culture) to turn into a barbarian Great Merchant, which then ran around the map singing 'Macarena' until killed. I think I squashed that bug but, if not, I sincerely apologize for coding after 2am.

BUGFIX v1.0b - 27 MAY 2014
  • v.1.0 required a BUILDING_MARKET to build caravans. Because Romans have BUILDING_FORUM instead, they couldn't build caravans. Caravans can now be built with the discovery of TECH_CURRENCY. Attempts to use BUILDINGCLASS_MARKET translated into a BUILDING_HYDRO_PLANT (IDK).
 
Reserved for link to derivative works/updated versions.

30 MAY 2014: Caravans II+: fork expands the modcom playability by restricting caravans to roads & railroads, and vessel-boarding to cities and forts. The fork also incorporates the Merchant Fleets II modcom, which awards maritime vessels for trade missions. (XML&Python/no SDK).
 
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