thecrazyscotsman's Mini Mods

thecrazyscot

Spiffy
Joined
Dec 27, 2012
Messages
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Any small mods I create I will simply list here.

City Airlift
Spoiler :
Turns out the code from Civ V's Airports still works.

This mod allows Launch Complexes to airlift units to other cities with Launch complexes. Basically, Airports from Civ V are back.

Increased cost to compensate.

I have not tested whether or not you airlift from cities to Phasal Transporters.

Institute - National Wonder
Spoiler :
This mod turns the Institute into a national wonder. It requires a Laboratory in every city.

The Institute now adds +1 to the primary yield of each specialist. The Institute quest is untouched.

In addition, the Grower's base yield has been increased to 3 food.

AI start with Ultrasonic Fence
Spoiler :
This mod is designed to be used with other mods that significantly increase the difficulty of the aliens. I've noticed that when I increase alien difficulty, many AI die out very quickly.

This mod simply gives every AI that lands after you a starting Ultrasonic Fence. It does not work if you disable staggered start.
 

Attachments

  • City Airlift (v 1).CivBEmod
    1 KB · Views: 338
  • Institute - National Wonder (v 1).CivBEmod
    1.4 KB · Views: 174
  • AI Starts with Ultrasonic Fence (v 1).CivBEmod
    1.1 KB · Views: 225
Fix AI diplomacy in multiplayer if you can. (long shot, I know)
 
Well...

From XML/AI/GlobalAIDefines:

Code:
		<Row Name="AI_HOMELAND_MOVE_PRIORITY_AIRLIFT">
			<Value>24</Value>
		</Row>

From XML/AI/CivBETacticalMoves:

Code:
		<Row>
			<Type>TACTICAL_DEFENSIVE_AIRLIFT</Type>
			<OperationsCanRecruit>false</OperationsCanRecruit>
			<DominanceZoneMove>true</DominanceZoneMove>
			<Priority>42</Priority>
		</Row>
They're holdovers from Civilization V, so they should still work.

However, this is in Civ 5's AI/CIV5AICityStrategies but not BE's:

Code:
		<Row>
			<Type>AICITYSTRATEGY_GOOD_AIRLIFT_CITY</Type>
			<CheckTriggerTurnCount>1</CheckTriggerTurnCount>
			<MinimumNumTurnsExecuted>1</MinimumNumTurnsExecuted>
			<NoMinorCivs>true</NoMinorCivs>
			<TechPrereq>TECH_RADAR</TechPrereq>
		</Row>
Presumably, this is a turn-by-turn check to see if a city is a good airlift target, but I don't know whether or not the other two are interdependent on this one.

I'm still learning how to mod Civ V, so maybe this information will be more useful to you than me.
 
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