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#1 |
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King
Join Date: Nov 2003
Posts: 628
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3-square radius cities mod
Three Square Radius Cities Mod
by Roger Bacon and Strand Version 1.0 (5/04/2006) Designed to work with Civ4 version 1.61 File is located here at Filefront. Also located here because filefront doesn't always work. New located here at civ fanatics. Warlords version by Konradius here: http://www.filefactory.com/dlf/f/b714a2/ ![]() What it does: -------------- This mod makes it so that cities can work squares as shown below: Code:
X, X, X,
X, X, X, X, X,
X, X, X, X, X, X, X,
X, X, X, C, X, X, X,
X, X, X, X, X, X, X,
X, X, X, X, X,
X, X, X,
C= city
How to Use ------------ Copy the CvGameCoreDLL.dll into your \Civ4\Assets folder, overwriting the existing dll. You should backup your original dll first in case you want to undo this mod. The .cpp and .h files are included in case someone wants to compile their own dll or combine this mod with another mod. Enjoy, Roger Bacon [Edit] Added a picture because everyone likes pictures. ![]() Added a second download site.
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Note: all mods listed are 3+ years old and for vanilla Civ4.Tori Gate Mod with Shinto Training Barracks mod Assassin Mod Kill List Mod Bad People Mod 3-Square Radius Cities Mod Borders over Oceans Mod Flying Mod AlwaysWar Mod Last edited by RogerBacon; Sep 10, 2006 at 10:20 PM. |
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#2 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Whoa, that looks like a large Urban sprawl.
Very nice.
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#3 |
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Krazy Kanuck
Join Date: Jan 2004
Posts: 413
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Great job Roger(that didn't sound weird :P)
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#4 |
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Black Dragon
Join Date: Nov 2005
Location: Munich, Germany
Posts: 1,742
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Put it Not into your Assets folder. Put it into your "Custom Assets"
Nevertheless good job tu figure that out.
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Working on: Beholder Finished: Lots of units and buildings for Fall from Heaven IIß (Link to the FfH Forum) |
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#5 |
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Chieftain
Join Date: Oct 2003
Location: Poland
Posts: 72
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B.I.G. Thank You 4 this mod.
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#6 |
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Civilized maniak
Join Date: Dec 2005
Posts: 72
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This MODCOMP must be a part of every full MOD. I hope..
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#7 |
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It'sNotStupidIt'sAdvanced
Join Date: Jul 2005
Location: EU
Posts: 857
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cool idea - reminds me on civ-call to power 1/2
is it possible to give this "3-square city radius" only to one city (nat. wonder)??
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FFH2 Mana Flares and Unique Events Add-On GIRs Sevomod ADD-ON - - Hybrid Mod Components |
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#8 | |
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King
Join Date: Nov 2003
Posts: 628
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Quote:
It could be possible to move that code to the city level and make every city have its own area. Someone did something similar with the counter that updates GreatPeople. He made each city have its own counter. So, it could be done... but not by me at this time. Roger Bacon
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Note: all mods listed are 3+ years old and for vanilla Civ4.Tori Gate Mod with Shinto Training Barracks mod Assassin Mod Kill List Mod Bad People Mod 3-Square Radius Cities Mod Borders over Oceans Mod Flying Mod AlwaysWar Mod |
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#9 |
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Chieftain
Join Date: May 2006
Posts: 7
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I'd like to point out that with the "Three Square Radius Cities Mod", all tiles that are a distance of 3 away from the shore can both be worked and reached by culture. This makes more ocean square useful and it also decreases the necessity of using this mod with the "Borders over Ocean" mod.
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#10 | |
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King
Join Date: Nov 2003
Posts: 628
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Quote:
Roger Bacon
__________________
Note: all mods listed are 3+ years old and for vanilla Civ4.Tori Gate Mod with Shinto Training Barracks mod Assassin Mod Kill List Mod Bad People Mod 3-Square Radius Cities Mod Borders over Oceans Mod Flying Mod AlwaysWar Mod |
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#11 |
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Big Cheese
Join Date: Mar 2002
Location: Oxford, England
Posts: 3,361
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Funky, although there seems to be slight problem with the northernmost tiles being only half visible. Isn't there a way you can change the camera zoom?
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Blobble Wars - use your lovely green blobbles to defeat the evil other colours! |
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#12 | |
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aka 2late2die
Join Date: Dec 2005
Location: Toronto
Posts: 1,836
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Quote:
I think that this could probably be done through XML, or am I wrong?@Bacon: (mind if I call you Bacon? ) Another small but very cool mod. I'm definitely going to try it out and I've got a feeling it'll find a permanent place in my CustomAssets folder. ![]() Now, if I understand correctly the extra "circle" of squares becomes available to the city as soon as they're withing the culture borders, right? Would it be possible to modify it so that instead the city is required to be of certain size before it can work those tiles? Just seems to me that getting access to so many city tiles early on could be unbalancing, but if it can be set to, for example, only be accessible to cities of size 16 or more then it would make it easier to grow large cities without potentially unbalancing the early game.
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The presence of those seeking the truth is infinitely to be preferred to those who think they've found it. -- From Monstrous Regiment by Terry Pratchett My Units Library thread - Last updated on July 15, 2006 - How to add units, a guide. TUTORIALS > Exporting models from 3DS MAX into Civ IV > NIF Viewer Tutorial - Part 1 > Part 2 > Part 3 MISC. GRAPHICS > Spells Promotions > Tech Icons > WH40K Tech Icons > Great Generals' Portraits > GuildWars based buttons > New Wonders |
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#13 | |
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King
Join Date: Nov 2003
Posts: 628
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Quote:
Code:
<Define> <DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName> <fDefineFloatVal>4000</fDefineFloatVal> </Define> Roger Bacon
__________________
Note: all mods listed are 3+ years old and for vanilla Civ4.Tori Gate Mod with Shinto Training Barracks mod Assassin Mod Kill List Mod Bad People Mod 3-Square Radius Cities Mod Borders over Oceans Mod Flying Mod AlwaysWar Mod |
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#14 |
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Shqyptar
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Pardon my ignorance, but what's the point of this modcomp?
Code:
X, X, X,
X, X, X, X, X,
X, X, C, X, X,
X, X, X, X, X,
X, X, X,
C= city
If you could explain in your first post how the vanilla game is, and then what this mod changes, it would be easier to understand
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BtS Rallying Call: Renaissance Mod of Eastern European Battles against the Ottoman Turks! Chechen Republic: Chechnya civilization! - Euzkadi: Basque civilization Ancient Illyria and Ethnic Albania BTS 3.13 compatible! - Kosova Republik Modular for BTS [BTS SDK MODCOMPS]: Route Restricter (Restrict a unit's movement to roads, railroads, or both!), BuildingCitySizePrereq (Assign city size requirements before cities can construct buildings), Vicinity Bonus (Set units/buildings to only be constructed if resources are in a city's workable radius) How to pronounce my username (with audio samples) |
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#15 |
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Prince
Join Date: Jan 2005
Posts: 481
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Look harder at the first post. And compare with your diagram. Veeeery different.
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Everything is relative.
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#16 | |
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Shqyptar
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Quote:
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BtS Rallying Call: Renaissance Mod of Eastern European Battles against the Ottoman Turks! Chechen Republic: Chechnya civilization! - Euzkadi: Basque civilization Ancient Illyria and Ethnic Albania BTS 3.13 compatible! - Kosova Republik Modular for BTS [BTS SDK MODCOMPS]: Route Restricter (Restrict a unit's movement to roads, railroads, or both!), BuildingCitySizePrereq (Assign city size requirements before cities can construct buildings), Vicinity Bonus (Set units/buildings to only be constructed if resources are in a city's workable radius) How to pronounce my username (with audio samples) |
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#17 |
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Chieftain
Join Date: May 2006
Posts: 10
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Wow, I'd love to try this, I always love to have a lot of resources per city.
However the filefront link has troubles. It claims some files from people with usernames M-S are temporarily unavailable (Roger Bacon falls in that category) Is it possible to upload it to a second site..? <edit> Weird, it does report more downloads now, but I've still not been able to download it. Last edited by Konradius; May 07, 2006 at 05:41 AM. |
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#18 | ||
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Deity
Join Date: Oct 2005
Location: England
Posts: 4,985
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Quote:
Quote:
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Most zealously I seek for erudition. Much do I know, but to know all is my ambition.
-Faust |
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#19 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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I like this one a lot, though would like it even more if modders were given slightly more control over it. GlobalDefines for "MinPopForCityRadiusOfN" in XML, where the nth city radius only becomes available after a certain population size is reached (radius 2 available to size 4+, radius 3 available to size 12+ for example) and/or an "EnablesCityRadius3" XML tag added to the Technologies (e.g. City Planning > Enables CityRadius 3).
I also like the idea mentioned above about "Radius 0 cities" and "Radius 1 cities with only 4 workable plots". If combined with tech-requirements, it would add another decision to the early game - "When do you go for the 'Territory Tech' to expand your city area?" |
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#20 |
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Chieftain
Join Date: Apr 2006
Posts: 12
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excellent ideas vehem
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