[MODCOMP] Replaced By Unit Mod

TheLopez

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Replaced By Unit Mod
By: TheLopez

Last Update: 11/08/06

Version: v0.2w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.2w

Version: v0.2
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.2

Screenshot
Spoiler :



Description:
This mod displays the "replaced by" unit information similar to the replaces
unit information for units. So for instance when looking at the Musketeer
information in the Civilopedia part of the information that is displayed is
that the Musketeer replaces the Musketman. With this mod the entries like the
Musketman entry now includes "Replaced by Musketeer".

This mod component was created due to the sheer number of new UUs that are
being introduced by mods like Civ Gold 2.0 Mod and Ethnically Diverse Units Mod
and the fact that it is getting harder to keep track of which units are
replacing a particular unit.

-----Notes to Modmakers-----

If you want to use this mod component in your mod I have tried to make things
as easy as possible for you. In the SDK files I have added
// < Replaced By Unit Start > and
// < Replaced By Unit End > in all of the places where changes
were made.

-----Version Information-----


-----v0.2------

- Added the check so the replaced by unit text only shows up in the Civilopedia
and not in the in-game tooltips. Provided by Mexico.

Spoiler :

-----v0.1------

- Setup the Replaced By Unit Mod infrastructure

- Updated the game text manager to display the "replaced by" information


-----===Credits & Thanks===-----

- Exavier
[TAB]Composite Mod - readme.txt format

- Mexico
[TAB]For providing the replaced by building text and extra code for the
[TAB]replaced by unit text.
 
Very good idea. This was definetly needed and will make navigating through the civlopedia a lot easyer. :D
 
Jeckel said:
Very good idea. This was definetly needed and will make navigating through the civlopedia a lot easyer. :D

I agree, especially with those mods that have multiple UUs for each civ.
 
Good idea, I have noticed that list can get confusing for the realy big Mods like CivGold. Another usefull addition, if someone updated the SevoMod to have 2 Unit Pages, "Generic Units" (displaying the default unit for every Class), and "Unique Units" (All non-default units aka UU). Needless to say the same mod will ulimatly be nessary for UniqueBuildings when they start to proliferate..
 
LittleRedPoint said:
Lopez, how do you compile warlords source code?
I use the Kael SDK compilation tutorial (Codeblock). I works well with vanilla CIV 4 source code, but don't work with Warlords..
I use VS.NET 2003 to compile both the original Civ4 SDK and Warlords SDK.

Caesium said:
Is this compatible to Sevo's pedia?
Yes, it is compatible with Sevo's pedia. The change is made through the SDK and not the python files.
 
LittleRedPoint said:
Lopez, how do you compile warlords source code?

I use the Kael SDK compilation tutorial (Codeblock). I works well with vanilla CIV 4 source code, but don't work with Warlords..
It works for Warlords for me.
 
This is a great little mod :thumbsup: but does it really require SDK modification? :confused: I mean Sevo redid the entire civilopedia using only Python, or is there a particular reason you chose the SDK?
 
The string of Text in that InfoBox comes right out of the DLL (nearly all help text dose), python uses a single "getTextHelp" call to get that string, it would be quite a pain to tear apart the string and insert the nessary information into that string in the Python layer (probably slow as well). Ware as doing it in the C layer requires only a few additional lines of code.
 
Yep, that's exactly why I did it through the SDK instead of Python. This means that it will work with Sevo's Civilopedia mod as seamlessly as the vanilla Civilopedia.
 
One thing though, and a picture is worth a thousand words...

This is what happens in a heavy EDU enviorment...

 
Well, that's why I gave each one of those units their own description
 
Yep I think thats actualy the best way to deal with it.
 
Ket said:
Yep I think thats actualy the best way to deal with it.
The best way to deal with it is for Firaxis to implement art styles/flavors for units :bowdown: :D
 
and Lo, the Great God of Mod Creation-TheLopez-stood before his prostrated group of loyal followers. The High Priest approached their God and said "Oh Great and Prolific Mod God, how do you achieve such an enormously high output?" "Caffeine," boomed the voice of the Great God TheLopez "lots and lots of Caffeine." :mischief: ;) :lol: :D .

Seriously, I just don't know how you manage to achieve such a prolific output. Especially given the fact that you have so much else going on in your life. I truly tip my hat to you :).

Aussie_Lurker.
 
He explains it in his sig...

"The rumors are true... I am a bot"

The arm holding joey is clearly not his...or hes a fleshy bot with hairy arms :)

Actually now that I think about it it makes much more sense... His output has just about doubled since Joey was born..
That means... Yes... Joey's writing code!!!!
 
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