[SDKMOD] Raze City Mod

12monkeys

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Name : Raze City Mod
Version : v1.0
Date : 27.04.2006
Author : 12monkeys (@civfanatics + @apolyton)
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Motivation :
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The idea was born by the mod team of the "The Realism Mod". Their project leader "Houman" did ask me to help them by implementing an enhanced raze city function.


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Features :
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The city razing is changed, so that larger cities can not immediatly be razed. The razing process will now take several turns to be completed, where the number of turns is linked to the population size. A city could be re-conquered by another civ, while it is razed.

Here are some details :
If a city is conquered the player is still asked about "raze" or "keep". If you choose "raze", the population is checked. If it is smaller or equal than a certain value (-> INI file), the city is immediatly razed as before. If the population is larger, the city is set into "raze mode".

While a city is in raze mode the following happens EACH turn :
- the population is checked. if it is smaller the above mentioned limit the city is immediatly razed.
- the city is set to disorder. The length of the disorder (number of turns) is dependant eqaul the current population of the city.
- it is checked if there is a combat ground unit in the city. If not, the "raze mode" is set from "active" to "pause", which means that the razing is interrupted.
- the city population is decreased by a certain value (-> INI file)
- a certain number of buildings (-> INI file) in the city are destroyed.

Some more details about the razing :
- while a city is in "active raze mode" the city name gets a certain name suffix (-> INI file). The default suffix is "!R!".
- while a city is in "paused raze mode" the city name gets a certain name suffix (-> INI file). The default suffix is "?R?".
- the raze mode changes automatically from "active" to "paused" when the last ground combat unit leaves the city.
- the raze mode changes automatically from "paused" to "active" when one ground combat unit enters the city.
- once the razing is initiated it couldn't be stopped, it could only be paused.
- if the city is conquered by another civ while it is in raze mode (paused or active) the raze mode is automatically stopped (neither "active" nor "paused"). If the new conquerer decides to raze the city, the same procedure starts again. If he decides to keep the city, he can do so.

Remark :
during my tests the AI did recognize, that the city is not destroyed immediatly. It keep units in the city until the city is destroyed.


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Requirements :
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Civ4 patch 1.61.
This mod also contains another mod from me, which is not released yet. You can identify it by "Enhanced Game Utils". It is a small SDK adaption, which adds several C++ to Python loopbacks to the CvGameUtils.py. If you like to merge this in mod with another one, YOU MUST MERGE THIS ENHANCED GAME UTILS AS WELL!!!! The mod will not work without it!!!


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Distribution :
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Anybody who distributes this mod or uses parts of it in another mod, should always distribute it together with the c++ sources!


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Installation :
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All files have to be copied in there corresponding folders in the "\\My Documents\My Games\Civilization 4\". Do not copy them into your game installation!!!
- copy the *.py file(s) into their corresponding folders in the "\\My Documents\My Games\Civilization 4\CustomAssets" or, if you use it as a mod, into the correspoding "Mod" folder.
- copy the *.ini file(s) into the your "\\My Documents\My Games\Civilization 4" folder or, if you use it as a mod, into the correspoding "Mod" folder.
- copy the CvGameCoreDLL.dll file into the your "\\My Documents\My Games\Civilization 4\CustomAssets" folder or, if you use it as a mod, into the correspoding "Mod" folder.
- you don't need to install the *.cpp and *.h filesto somewhere, as long as you are not interrested to compile the DLL by your own.


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Issues :
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no known yet, so I count on you!


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Ideas for future realeases :
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Awaiting your comments and ideas.


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Release Notes :
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v1.0:
- initial release


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Credits :
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The team of The Realism Mod :
- for the idea of this mod

Dr. Elmar Jiggle :
- for the used INI Parser

Stone-D :
- for his SdToolkit

Teg Navanis
- for his improvements in the SdToolKit


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External Download Links :
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You can Download the CvGameCoreDLL.dll here
 

Attachments

Very cool 12monkeys, very cool. :goodjob:
 
kevjm said:
Can a city being razed be taken by culture?

I think, yes. A city should be able to do the culture flip while in raze mode. I didn't change something in that direction. I don't expect any sideeffect which prevents this.
 
Can you make stopping the razing of a city an INI configurable option?
 
TheLopez said:
Can you make stopping the razing of a city an INI configurable option?

Its possible of course, but I don't know how I should make the player decide to stop it? Popup up a dialog with a question each turn, isnt a good solution I think.
 
12monkeys said:
Its possible of course, but I don't know how I should make the player decide to stop it? Popup up a dialog with a question each turn, isnt a good solution I think.
How about a new action button in the city interface using talchas new Action Buttons 2.0 mod?
 
TheLopez said:
How about a new action button in the city interface using talchas new Action Buttons 2.0 mod?

An Action Button for a city .... mmmh .... would be a solution.
But on the other hand, the AI definitly would not use it. So its kind of unbalanced. Not sure if I like it.
 
I am having trouble downloading the CvGameCoreDLL.dll

Can anyone throw me a bone?

cheers,
Doug
 
dougm said:
I am having trouble downloading the CvGameCoreDLL.dll

Can anyone throw me a bone?

cheers,
Doug


Me too, there's no download link on that page. Christ only knows why the author didn't just upload it to CivFanatics. Perhaps it's optional.
 
Am I right that there is no way to combine this Mod with a mod, which uses its own CvGameCoreDLL.dll?
 
@Fijisan,

Yes you are right. Merging SDK mods aren't easy.

Guys, I try to get hold of 12Monkey, has anyone seen him here recently? Hope everything is ok...

Houman
 
oh please no! im waiting for month for this kind of mod! and now that someone had the guts to finally release it, it fails because of a damn broken link? tell me this isnt true, this CvGameCoreDLL.dll has to be around somewhere

or is it maybe not compatible with warlords? i installed the .ini file along with the customassets-folder from the .zip straight into the warlords-folder...should be working, or am i wrong?
 
This razing option is interesting. Why not make another options:
city looting or pillage (dispand city and convert it to barbarians or rebels) and enslave population (Rome Total War type stuff)? This can be done by phyton, but AI needs SDK modification.

Similar to slavery code, if civic is slavery get slaves? It was the way in our past..
 
sounds great! question is, if someone has the time to do it.

and for now, i would be happy with 12monkeys mod. anyone a clue if i installed it wrong or where to get the missing file?
 
12monkeys sent me the dll, but...

I have no idea if it will work with Warlords
I can't seem to post it here because it is not a "valid" file type
 
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