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#1 |
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Master of Points
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Unit Fuel Mod
By: Grey Fox Version: 1.1 - Last Updated 04/08/2008 Patch Compatibility: BTS v3.13 Download Mod v1.1 NOTICE: This mod is not intended as a standalone mod, but as a system for other mods to incorporate into theirs and to further modify it to their wishes. But example changes have been made and a new building have been added, so it can be played as a mod. I will hopefully add more features to this mod in the future, but as I do not have an internet connection at home, the updates can be sporadic. Spoiler for Interface:
What Is the Unit Fuel Mod? This mod adds the attribute iFuel to units. If you set the attribute to above 0 the unit will require fuel to move and operate. If a land unit runs out of fuel it can't move. If a sea unit runs out of fuel it will sink. I chose not to add any fuel value for Air units in this example mod, since they are always situated in a location where they would be refueled."Terms" of Use: All I ask if you do use this mod, is the following:Credits and Thanks• Give credit where credit is due (to the author). Programmed by GreyFox Spoiler for Changelog:
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GreyFox.ME - a blog about Gaming and Me | Latest Article | Latest Comic | Latest Image | Latest Video @GreyFoxMe | ~SolidDread | Read Welcome To China! | My Mods | Chat about FfH stuff @ #erebus Last edited by Grey Fox; Apr 08, 2008 at 07:46 AM. |
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#2 |
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Shqyptar
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Seems interesting, and useful for World War mods.
I know Gaius Octavius was working on something along these lines. Good work, nonetheless
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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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#3 |
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Deity
Join Date: Jul 2006
Posts: 4,016
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Bravo, Grey Fox, this will make it much easier for me to generalize for Quantified Resources.
![]() I must admit I'm not too crazy about the ships sinking or the need to move into a city to get refueled, but that shouldn't be too hard to change. You've undoubtedly simplified my work by a factor of ten. Quick question: is the cannot train portion of it handled exclusively in SDK, or did you invoke the Python check? (Might be an issue on big maps as far as slowdown goes.) |
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#4 |
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Master of Points
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I used the python cannotTrain for simplicity, (simpler to remove and change for the user of the mod) but it can easily be moved to the SDK.
Yeah the ships sinking is easily removed. The need for a city to refuel is a one-line change. You could change it so that the unit needs to be in your territory, or whatever. Maybe write a function to check how far from home the unit is etc.
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GreyFox.ME - a blog about Gaming and Me | Latest Article | Latest Comic | Latest Image | Latest Video @GreyFoxMe | ~SolidDread | Read Welcome To China! | My Mods | Chat about FfH stuff @ #erebus |
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#5 |
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Deity
Join Date: Jul 2006
Posts: 4,016
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Yeah, I was even thinking about combining this with a dynamic supply line, so that naval units have specific ranges beyond which they cannot travel without starting to lose supplies. There's lots of possibilities here.
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#6 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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wow,
incredible mod and idea, juust what i needed to spice things up. just perfect, one quastion, does the ai will know how to manipulate this feature? is it aware not to spend all of his fual and avoid reaching zeor fual? bravo indeed.
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#7 | |
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Deity
Join Date: Jul 2006
Posts: 4,016
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Quote:
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#8 |
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Master of Points
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No changes to the AI has been made so far.
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GreyFox.ME - a blog about Gaming and Me | Latest Article | Latest Comic | Latest Image | Latest Video @GreyFoxMe | ~SolidDread | Read Welcome To China! | My Mods | Chat about FfH stuff @ #erebus |
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#9 |
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Deity
Join Date: Jul 2006
Posts: 4,016
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#10 | |
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Shqyptar
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Quote:
But, this mod is better than I thought on my initial first glance. I love what you've done with the interface: it looks great! Very nice job
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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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#11 | |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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Quote:
this mod is crucial to ai use, they ai will max out his fual, and wouldnt know how to raise the amount of fual. also ships will surly sink. i love this mod idea it gives a whole different strategy tactics, indeed i would rather wait until some upadatewill be made to the ai prior i integrate this modcomp to my overlord2, another suggestion grey, pehaps to aircrafts you can come up with some system that will make airmissions to "cost" fual? this will be some answer to the fual with aircrafts ![]() also, does helicopters , counts as air? meaning can the current version can be applied to heli's aswell? i will watch closely on this thread , it gives a suitble answer to everyone who talked about quantetive resuorse system ... keep up the develomment and this great promissing addition. ***edit*** oh two more thing, i think it would be proper to create a refuling unit, some unit that can affect fueled units and refill them, maybe in a system , with a small area of effect, say like you have a tank needs refueling, you fortify or make it rest in the vacinity of the refueling unit . second, i would also suggest, making fuel , tradble between nations, fuel agreements and such - wow so much possibilities with this mod
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" Last edited by keldath; Mar 30, 2008 at 12:32 AM. |
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#12 |
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Master of Points
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Helicopters are land units so they function as tanks would. (And don't crash if they run out of fuel, helicopters can land ya know)
If anyone want to give the AI update of this mod a stab, be my guest. I will probably not be able to update this for a while since I don't have a internet connection at home.
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GreyFox.ME - a blog about Gaming and Me | Latest Article | Latest Comic | Latest Image | Latest Video @GreyFoxMe | ~SolidDread | Read Welcome To China! | My Mods | Chat about FfH stuff @ #erebus |
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#13 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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ye heli's can land hehe...sometimes..
well, ill integate this mod comp today into overlord2, then release it to the public, and then ill report you hows the ai doing .well, if you dont hvae int at home, im sending you a box through the post, return it to me in a disc, dont worry , the stamps on me.
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#14 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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This is an extremely interesting mod. Thanks for the work, Grey Fox!
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Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#15 |
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Master of Points
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Oh yeah, I forgot to mention. This mod is built on top of Bhruic's Unofficial patch.
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GreyFox.ME - a blog about Gaming and Me | Latest Article | Latest Comic | Latest Image | Latest Video @GreyFoxMe | ~SolidDread | Read Welcome To China! | My Mods | Chat about FfH stuff @ #erebus |
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#16 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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grey,
your still working on interstellar c'?
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#17 | ||
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Deity
Join Date: Jul 2006
Posts: 4,016
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Quote:
Quote:
![]() Here's a related question: can you tie the AI thinking into resources directly? What I mean is, how does the AI judge the value of specific resources, such as oil? Does it assign an intrinsic value, or does it judge it based on the number of units currently available (by tech) that need oil in order to be trained? What I'm thinking is, if it's just a flat intrinsic value, then you could increase that value and make fuel directly proportional to the number of oil resources a player has. This way, the AI will be less likely to run out, because it would already be seeking new supplies by default. |
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#18 |
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Master of Points
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Removing the need for units to return to cities to refuel would make it a whole lot easier, yeah.
Anyways, I will be AWOL awhile again now. So I see ya all when I see ya. Hopefully with updates from both sides!
__________________
GreyFox.ME - a blog about Gaming and Me | Latest Article | Latest Comic | Latest Image | Latest Video @GreyFoxMe | ~SolidDread | Read Welcome To China! | My Mods | Chat about FfH stuff @ #erebus |
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#19 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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goodluck grey,
we will be waiting.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#20 |
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Holder of the Light
Join Date: Jan 2007
Location: Over Yonder
Posts: 286
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If you remove the need to return to cities to refuel, can u keep that version up for those of us who would like it. Also, is the fuel based on a resource like oil?
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