JZoC Mod: Simple Zone of Control

Jeckel

Great Reverend
Joined
Nov 16, 2005
Messages
1,637
Location
Peoria, IL
Compatible with Warlords and v1.61

What is a Fort ZOC?
The eight tiles surrounding a fort is considered its ZOC. If a fort has atleast 1 unit of a civilization then the Fort will fire on any and all enemy units. Enemy units are Barbarians and any unit owned by a civiliztion that you are at war with.

This mod introduces a simple version of the Zone of Control that
so many of us loved in Civ3. For the moment, only Forts project
a ZoC. It covers the 8 tiles directly surrounding the Fort. ZoCs
have two main abilities that will automaticly effect enemy units
when they move into any of the 8 tiles in the ZoC. The first
ability is a restriction on enemy movement. Any enemy unit entering
one of the tiles around a fort will lose the rest of its movement for
that turn. Second, Forst are get one free attack on each enemy unit
when it enters a tile adjacent to the fort. The chance of the Fort
hitting any given unit and the max amount of damage that can be
delt by the Fort attack are configurable in the mod's config.ini
file aswell as several other perameters.


Here is the current config.ini file.
Spoiler JZoC Mod Config.ini v0.1 :

[JZoC Mod]


; This option allows you to turn this mod on/off.
; True - This will activate the JFort Mod.
; False - This will deactivate the JFort Mod.
; Default = True
JZoC Features Enabled = True


; ######## These options let you control what abilities the center tile ########
; ######## of a Zone of Control will have to use on passing enemy units. ########


; Should units movement be treated as 1 when moving inside an
; enemy Zone of Control.
; True - Units only move 1 square at a time in enemy ZoC.
; False - Units get no movement penalty inside enemy ZoC.
; Default = True
ZoC Slows Enemy Movement = True


; ######## These options allow control over the specific abilities of Forts. ########


; Should the Forts get an attack on enemy units when they pass the fort.
; True - Forts can attack passing enemy units.
; False - Forts will not attack passing enemy units.
; Default = True
Forts Can Attack Enemy = True


; How many units must man a Zone of Control for its abilities to take effect.
; If you do not have atleast this number of units in a fort it will not slow or
; attack enemy units.
; This number must be an integar equal to 0 or higher.
; If value is less then 0 then it will default to 1.
; If value is 0 then all forts will fire on all units.
; Default = 1
Fort Required Staff Units = 1


; What is the base percent chance that Forts will hit any given unit.
; Valid values are 1 to 100.
; All other values will default to 75.
; Default = 75
Fort Base Attack Chance = 75


; What is the max percent damage that a single Fort attack can do to a unit.
; Valid values are 1 to 100.
; All other values will default to 20.
; Default = 20
Fort Base Max Attack Damage = 20


; Should multiple Forts covering the same tile give a bonus to the max damage
; those forts can deal to units in that tile in a single attack.
; Example, if 3 Forts are all adjacent to the same desert tile, then they would have
; a chance to do slightly more damage to units in that one desert tile then they would
; in tiles that only 1 or 2 forts were adjacent to.
; True - Multiple Fort coverage gives max damage bonus.
; False - No bonus for multiple Forts around a tile.
; Default = True
Fort Network Gives Max Damage Bonus = True


; If 'Fort Network Gives Max Damage Bonus = True'
; For each Fort after the first, this bonus will be added to max damage for each fort attack.
; This cumulative bonus is added to all forts sharing a given tile.
; Example, Rome has the following Zone of Control
;
; hill1 hill2 hill3
; fort1 fort2 fort3
;
; snow1 snow2 hill4
; unitA unitB fort4
;
; hill5 hill6 hill7
; fort5 fort6 fort7
;
; and going with the default values of 'Fort Base Max Attack Damage = 20'
; and 'Fort Network Max Damage Modifier = 5'.
; This gives fort1, fort2, fort5, and fort6 a max damage of 40 percent per hit on unitA.
; All seven forts would then have a max damage of 55 percent on unitB.
;
; The valid values are -100 to 100.
; Default = 5
Fort Network Max Damage Modifier = 5


; !! IMPORTANT NOTE !!: This option is not implimented yet. Please ignore it.
;
; What is the max number of times a single Fort can attack any given player turn.
; Note: In a game with 7 players (6 players + the barbarians) each fort will
; be able to attack this many times on each player's turn, for a total
; of 7 times this value in attacks each game turn.
; 0 will give Forts infinate attacks.
; Default = 20
Fort Max Attacks Per Player Turn = 20




; ######## These are misc options. ########


; Do you want to see messages when units are slowed or attack by forts.
; True - Show all ZoC messages.
; False - Don't show ZoC messages.
; Default = True
Show ZoC Messages = True



File: JZoC_v0.1.zip
Compatible: Civ4 v1.61 and Warlords
Mod Folder: Mods\JZoC
Released: August 12, 2006
Size: 25.27 kb

CivFanatics: JZoC Mod v0.1 Beta New File Released

FileFront: JZoC Mod v0.1 Beta New File Released
 
Great Idea, Merged it and tested it with my mod. Now I only have one question.
Does the A.I. Ever Build Forts?
 
This is great... with this combined with some of the other fort mods, forts will really be worthwhile to construct. Currently I'm simply not willing to sacrifice the plots for them...
 
If you merge this mod with Improvements Outside Borders Mod by TheLopez you don't need to sacrifice any workable plots. :)

As for the AI, no they don't tend to build forts, if you up the defense value of fort improvements you can kinda get them to do it. But mainly I use this for hotseat games against other humans and deity level games on small maps with lots of AIs.

The next version of this mod wil extend ZoCs to ships, hopefully certain buildings in Cities, and maybe tanks. :D
 
Hey, Jeckel. If you are considering extending ZoC to ships may I make the following suggestion. TheLopez has introduced a series of new navy-only promotions for his GreatOptions mod, one of which is the 'Interdiction' promotion track. What I am thinking is that ZoC could either ONLY apply to naval units with a certain amount of Interdiction OR that having interdiction could increase the chance of a unit exercising its ZoC ability. What do you think?
Also, aside from boosting the defence rating of Forts, is there ANY other way of making the AI build forts?

Aussie_Lurker.
 
Well, Interdictors are vessels specialised in the capture of enemy vessels-usually on the coast. The Interdictor promotions in GreatOptions mod does things like boost movement rates and the like, but ZoC would be highly appropriate for interdictors IMO.

Aussie_Lurker.
 
What about setting Flavor Military to a high number in the XML that may prompt the AI to build them.... I dont know. Its a shame the AI wont use forts.
 
Hi,Jeckel
I am glad to use your mod and find a problem

--------------------------------------------------
; How many units must man a Zone of Control for its abilities to take effect.
; If you do not have atleast this number of units in a fort it will not slow or
; attack enemy units.
; This number must be an integar equal to 0 or higher.
; If value is less then 0 then it will default to 1.
; If value is 0 then all forts will fire on all units.
; Default = 1
Fort Required Staff Units = 1
-----------------------------------------
it say
"If value is 0 then all forts will fire on all units."
but when i set the valus = 0
nothing happen,fort still need 1 unit to fire
is it proper?
 
Hehe, yea, that is just a typo in the config.ini file. It should read

--------------------------------------------------
; How many units must man a Zone of Control for its abilities to take effect.
; If you do not have atleast this number of units in a fort it will not slow or
; attack enemy units.
; This number must be an integar equal to 1 or higher.
; If value is less then 1 then it will default to 1.
; Default = 1
Fort Required Staff Units = 1
-----------------------------------------

The whole 0 thing was left over from a previous version, and since it didn't work I removed it from the code and just forgot to update the ini file. I will put that on my list of fixes for the next version of the mod.

Thanx for repoting that. :)
 
does this ZoC also implies cultural border?
I'd love to have forts to have at least cultural ownership of the tile they are build on.
 
No, Fort ZoCs are completly independent of culture. At the moment I am unaware of a way to expand cultureal borders useing python, but maybe some day someone will make an SDK component that will accomplish this. :)
 
Jeckel said:
No, Fort ZoCs are completly independent of culture. At the moment I am unaware of a way to expand cultureal borders useing python, but maybe some day someone will make an SDK component that will accomplish this. :)

And hopefully when they do they expose it to python so you'll be able to do something with it ;)
 
Dom Pedro II said:
And hopefully when they do they expose it to python so you'll be able to do something with it ;)

If they don't, I'll bager them till they do. :p
 
actually, tweaking culture to cities is possible with the setculture option..i've tried that myself already...and i used the same code to set culture to forts...but nothing happens...i think there must be some "starting value" or something that makes the difference between cities and non cities..that's what must be changed in the sdk...i looked myself over the forts code in the sdk..it's pretty plain and simple compared to the cities code..we just need to find where cities initialize and handle the culture ..someone should ask lopez(if he has time for it) :)
 
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