Zuul's Mod Component Ideas

Zuul

Mod lister!
Joined
Nov 13, 2005
Messages
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Location
Sweden
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Civilization 4 - Mod Components
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Ideas by Zuul 2006-09-20




True Movement Mod:
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Description:
* In general all units have x10 as much movement.
* In general all terrain/features have x10 movement cost.
* In general unit actions takes x10 movement cost.
* Diagonal movement takes x1.5 as much.
* You can get negative movement points when the movement cost is higher than the movement points.
* You can not move if you have negative movements.
* Waiting gives back movement points, as much as your movement, until it reaches maximum.
* Horse and wheeled units moves slower in hard terrain like forest and hills.


Examples:
* A Warrior has 10 movement points. It moves to a hill diagonally. Hill have 20 movement cost. Movement changed to -20 (10 - 1.5 * 20). Takes 3 turns waiting until it can move again.
* A Warrior moves to a forest. Forrest has 15 movement cost. Movement changed to -5. After waiting one turn it can move again even though it only have 5 of 10 movement points.
* A Knight has 20 movement points. It moves diagonally to grassland. Movement changed to 5 of 20. It can still move again, but next turn it will start with less movement points.
* A Knight moves though forest. It is a horse unit and have x2 movement cost in forests, so it can only move through forest in every other turn.
* A Warrior has 3 movement points left. It fortifies and that has 10 movement cost. The unit now has -7 movement points.



Energy Mod:
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Requires:
* True Movement mod.

Description:
* Units have energy variable which tells how much movement points it will regenerate each turn to the maximum movement.
* Units get back energy differently on different terrain.
* Units get back more energy in cities/towns/forts and when fortified.
* Energy regeneration can be changed by promotions.
* Different unit actions can take different amount of energy, and can be changed with promotions.

Examples:
* A warrior has 15 movement points and 10 energy. It can move 2 times (on easy terrain with movement cost 10) first turn, but after that only one movement per turn until it has rested one turn.
* A horse archer has 35 movement points and 20 energy.
* A knight has 25 movement points and 15 energy.
* Dessert decrease energy by 25%, so 20 energy becomes 15.
* A unit is a fast and efficient fighter, and only uses 5 energy when attacking instead of 10.



Regeneration Mod:
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Description:
* Units have a regeneration variable which tells how much it will heal each turn if it has used any movement points.
* Regeneration can be changed by promotions.

Example:
* Warrior has healing rate +10% and regeneration rate +2%.



Dangerous terrain Mod:
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Requires:
* Regeneration Mod

Description:
* Each terrain/feature has a chance to damage/heal a unit standing on it (optional for less randomization).
* Each terrain/feature changes/adds/sets healing/regeneration rate on units standing on it (multiplies, and adds, and changes).
* The effect can be set to work negatively only if a unit have more than a certain % left of health (so it can be lethal or not).
* Some promotions make a unit taking less/no damage on a terrain/feature.

Example:
* Each turn in a dessert makes a unit take 0-10% damage and healing rate reduced with 50% and regeneration rate set to one quarter. Can be lethal.



Exploration Mod:
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Description:
* Each unseen plot has a chance to be forgotten (changed to unexplored).
* The chance increases the further away it is from your capital (compared to map size).
* The chance increases the more unexplored plots it has near it.
* The chance increases the more time since last seen.
* The chance decrease with appropriate tech (can be set to zero).
* Alternatively for calculation speed, change all unseen explored plots with 4 or more unexplored plots near to unexplored after a variable turns.

Example:
* Writing halves the chance/time.
* Mapmaking sets the chance/time to zero.



Trail Mod:
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Description:
* A plot will have a trail variable.
* Each time a unit moves to a plot the trail variable will be increased.
* Each turn a unit stands on a plot the trail variable will be increased.
* Each turn a plot does not have any units the trail variable will be decreased (optional).
* Each terrain/feature has a minimum and maximum trail threshold.
* Each terrain/feature has a trail decrease variable.
* When the trail variable on the plot is larger than the max threshold a trail will be created on that plot.
* When the trail variable on the plot is smaller than the min threshold a trail will be removed on that plot.
* A Trail is a type of road that is not as efficient and can not be built.
* Units will have a trail making variable, so some units easier makes trails (optional).

Example:
* A grassland has a max of 10, a min of 7, and decrease variable to 5. A wolf has trail making variable 1. After 10*1=10 times the wolf has moved through the plot a trail will be created. It will take (10-7)*5=15 turns before the trail is removed if it is empty.



Warnings Mod:
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Description:
* With a button/key press, show all the warnings/information, at the start of the turn, again.
 
You are welcome to use the ideas as you like. I will add more ideas later on. If there is some uncertenty about the info here, please tell me.
 
Are you trying to make more work for me? :p
 
Im trying to put down my thoughts in writing so I don't have to think about them so much :p. Been playing civ4 all day long now for 5 days. Needs to unintall it now, and take a little break :p. Agh
 
Zuul said:
Exploration Mod:
----------------

Description:
* Each unseen plot has a chance to be forgotten (changed to unexplored).
* The chance increases the further away it is from your capital (compared to map size).
* The chance increases the more unexplored plots it has near it.
* The chance increases the more time since last seen.
* The chance decrease with appropriate tech (can be set to zero).
* Alternatively for calculation speed, change all unseen explored plots with 4 or more unexplored plots near to unexplored after a variable turns.

Example:
* Writing halves the chance/time.
* Mapmaking sets the chance/time to zero.



Trail Mod:
----------

Description:
* A plot will have a trail variable.
* Each time a unit moves to a plot the trail variable will be increased.
* Each turn a unit stands on a plot the trail variable will be increased.
* Each turn a plot does not have any units the trail variable will be decreased (optional).
* Each terrain/feature has a minimum and maximum trail threshold.
* Each terrain/feature has a trail decrease variable.
* When the trail variable on the plot is larger than the max threshold a trail will be created on that plot.
* When the trail variable on the plot is smaller than the min threshold a trail will be removed on that plot.
* A Trail is a type of road that is not as efficient and can not be built.
* Units will have a trail making variable, so some units easier makes trails (optional).

Example:
* A grassland has a max of 10, a min of 7, and decrease variable to 5. A wolf has trail making variable 1. After 10*1=10 times the wolf has moved through the plot a trail will be created. It will take (10-7)*5=15 turns before the trail is removed if it is empty.



Warnings Mod:
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Description:
* With a button/key press, show all the warnings/information, at the start of the turn, again.


These are good. The others are too complicated, though, esp. the True Movement mod. It's too much maths if players want to know in advance what their unit can do in a turn.
 
True Movement
I don't personally see and need for all the movement peticulars, but if it is done in SDK you would assume the modder would update the drag pointer you use to move the unit so it would just show you how many squares you can move at a time (and some kind of turn timer for how long it has to wait ot move out of a square).

Energy Mod
I think what you are wanting to accomplish here whould be better handled under the Unit Supply/Attrition idea which has been discussed around the forums many times, with maybe each plot having a Supply Value that supply gathering/any unit can get X amount of Supplies a turn from that square. On the whole, though it is a interesting and fresh approach, it seems to me this idea is addressing the same issue that the True Movement Mod idea would fix, that units can just move around with out any check other then number of turns and Movement rate. Either of them will solve the problem, but if they arn't mixed together carfully then exploration and plain moving units may become so tedious it isn't fun.

Regeneration Mod
I am acually surprised that this isn't already in there. If I remember right there is the march promotion that allows units to heal each turn regardless of any actions. This would really just need to be a tag in the unitinfos.xml that would set the max and/or min amount it could then be healed each turn. Would give march promo and regeneration promos in general a lot of modding room.

Dangerous terrain Mod
This is a good idea. At the most basic level, units that move through Nucular Fallout should take some kind of damage. I may not personnal use it for anything other then that and it would be enough.. well the desert thing sounds cool to.. I'm always for makeing deserts the dangerous harsh places they really are.. :p

Exploration Mod
I've been toying with developing and idea like this. Pretty much just how you described it, but I am also planning to add Satalite units that you launch into space. These Sats then follow orbits around the map, moving a LoS area along with them. You will be able to somewhat alter/control the sats orbits in a new Sat Manager screen if you have the right National Wonder built, I'm thinking of calling it Space Administration. Any way, I'm not working on it yet or anything, just developing ideas so I look forward to any discussion this thread brings about on the topic. :)

Trail Mod
To be honest, I would be ecstatic is someone could successfully add a single new route called Trail with no new functionallity or tags or events or nothin, just a new route. But until someone figures out the Lsystem or whatever, I don't think we'll see this one as it should be. Though if you used roads or railroads, the appearing/disappearing aspect could definetly be done in python. I peticularlly like the idea of roads decaying over time and decaying more under greater use. Fixing roads would give all my captured workers something to do.

Warnings Mod
I'm not sure what you mean exactly by this, are you talking about the popups that show the richest/most powerful rankings, or the ones that let you pick a unit to build or tech to reasearch? Perhaps flesh that out a little bit, it may be a little work in places, but most of the popups could have their info stored and then rerun on keypress (theoretically ofcourse). Could get a little complex putting checks for the things that could change between the beginning of the turn and the time you press the key to recall the info, but an interesting idea non the less.

Well, that helped me relax, time to get back to workin on the beta of JImprovedForts Mod...
 
Jeckel said:
True Movement
I don't personally see and need for all the movement peticulars, but if it is done in SDK you would assume the modder would update the drag pointer you use to move the unit so it would just show you how many squares you can move at a time (and some kind of turn timer for how long it has to wait ot move out of a square).

Well one could use decimals too if that looks nicer. I always wanted diagonal movement take longer time as it should be. It's actually around 1.41 times as much but 1.5 is near enough. Strange that city use circular distance but most other things use squares. I will add another mod component suggestion for true sight to compliment this.


Jeckel said:
Energy Mod
I think what you are wanting to accomplish here whould be better handled under the Unit Supply/Attrition idea which has been discussed around the forums many times, with maybe each plot having a Supply Value that supply gathering/any unit can get X amount of Supplies a turn from that square. On the whole, though it is a interesting and fresh approach, it seems to me this idea is addressing the same issue that the True Movement Mod idea would fix, that units can just move around with out any check other then number of turns and Movement rate. Either of them will solve the problem, but if they arn't mixed together carfully then exploration and plain moving units may become so tedious it isn't fun.

Well not exactly supply mod, this would be another component. But I guess this energy mod is too complex, so I will set this low priority/far in the future.


Jeckel said:
Regeneration Mod
I am acually surprised that this isn't already in there. If I remember right there is the march promotion that allows units to heal each turn regardless of any actions. This would really just need to be a tag in the unitinfos.xml that would set the max and/or min amount it could then be healed each turn. Would give march promo and regeneration promos in general a lot of modding room.

Yea the march promotion set healing to ignore if you have moved or not. Better to have 2 variables (well 6 if you count friendly/neutral/hostile), one for resting and one for moving.


Jeckel said:
Dangerous terrain Mod
This is a good idea. At the most basic level, units that move through Nucular Fallout should take some kind of damage. I may not personnal use it for anything other then that and it would be enough.. well the desert thing sounds cool to.. I'm always for makeing deserts the dangerous harsh places they really are.. :p

Glad you like it. :)


Jeckel said:
Exploration Mod
I've been toying with developing and idea like this. Pretty much just how you described it, but I am also planning to add Satalite units that you launch into space. These Sats then follow orbits around the map, moving a LoS area along with them. You will be able to somewhat alter/control the sats orbits in a new Sat Manager screen if you have the right National Wonder built, I'm thinking of calling it Space Administration. Any way, I'm not working on it yet or anything, just developing ideas so I look forward to any discussion this thread brings about on the topic. :)

Yes I got the idea from the old game Red Alert with some option to shrink the explored map (but in that game you see all explored map). Many complain that the map get explored so early on. This mod would delay it some.


Jeckel said:
Trail Mod
To be honest, I would be ecstatic is someone could successfully add a single new route called Trail with no new functionallity or tags or events or nothin, just a new route. But until someone figures out the Lsystem or whatever, I don't think we'll see this one as it should be. Though if you used roads or railroads, the appearing/disappearing aspect could definetly be done in python. I peticularlly like the idea of roads decaying over time and decaying more under greater use. Fixing roads would give all my captured workers something to do.

Aha so it’s very hard to just add a new type of road. Sad :(.


Jeckel said:
Warnings Mod
I'm not sure what you mean exactly by this, are you talking about the popups that show the richest/most powerful rankings, or the ones that let you pick a unit to build or tech to reasearch? Perhaps flesh that out a little bit, it may be a little work in places, but most of the popups could have their info stored and then rerun on keypress (theoretically ofcourse). Could get a little complex putting checks for the things that could change between the beginning of the turn and the time you press the key to recall the info, but an interesting idea non the less.

I hate when some what to build now popup or something is in the way of the warnings you get when there are some hostile unit nearby or something. If you missed it you can’t see it again.




I will now add a few more ideas.
 
Zuul said:
I will now add a few more ideas.

I look forward to reading them. :D
 
Jeckel said:
Dangerous terrain Mod
This is a good idea. At the most basic level, units that move through Nucular Fallout should take some kind of damage. I may not personnal use it for anything other then that and it would be enough.. well the desert thing sounds cool to.. I'm always for makeing deserts the dangerous harsh places they really are.. :p

One of the new "equipment" promotions I'll be adding is "Radiation Suits" which I hadn't really figured out what they would do since making units Nuke Immune would've been very much overkill... but with this, I could make a promotion to reduce or eliminate the damage when traveling through any kind of features or terrain including Fall Out.

I dunno how much work it would actually be to implement the dangerous terrain mod. I've wanted to do something like it, but my ideas on the subject are nebulous at best on that.

I would like to add for Jungles a disease chance, but it may make just as much sense to have the damage dealt by the terrain as mentioned rather than creating a specific thing just for disease. I do, however, like the possibility of plague spreading to other units and cities... ah well.
 
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