Pendragon Mod

Radio Noer

The Devourer
Joined
Sep 13, 2010
Messages
1,383
Location
The Old Northwest Territory
Pendragon Mod v1.0

Hello everyone, I have made a total conversion mod based off of the Pendragon book series by D.J. MacHale and have decided to release it to the public to get some more plays on it and maybe just provide a little diversion for people every once in a while, if not regularly. It's a very simple mod, really just removing stock civilizations and leaders and replacing them with leaders from the Pendragon book series so try it out, there no new rules to worry about, no giant new tech tree to master, just a fun mod I think you will enjoy :). Please leave feedback! Even if it's just "good mod" or an extensive write-up of the flaws and balance issues, feedback is appreciated so much! Without any further ado (if you read this that is), please take a look at the Pendragon Mod.

Current features:
11 New Civs with UU's and UB's
Over 30 leaders
BUG mod Integration
Optional K-Mod AI Integration

Current Civs/Leaders
Spoiler :
First Earth
Gunny (Ind/Org)
Winn Farrow (Exp/Imp)
Nancy "Jinx" Olsen (Agg/Ind)
Dodger (Ind/Fin)
Max Rose (Exp/Fin)
UU: Gangster (cheaper infantry)
UB: Hotel (bank with another +15% gold)

Second Earth
Bobby Pendragon (Pro/Phi)
Mark Dimmond (Fin/Cre)
Courtney Chetwynde (Phi/Cha)
Press Tilton (Spi/Org)
America's UU and UB

Third Earth
Patrick Mac (Cre/Pro)
UU: Librarian (spy)
UB: Public Library (Library +15% research)

Ravinia
Saint Dane (Agg/Cha)
Nevva Winter (Agg/Exp)
Alexander Naymeer (Fin/ChaQ
UU: Ravinian Soldier (infantry with 22 str)
UB: Horizon Compound (Palace +15% unit production)

Zadaa
Loor (Agg/Spi)
Saangi (Agg/Exp)
Osa (Agg/Cha)
Pelle a Zinj (Cre/Imp)
UU: Bantu Warrior (Spearman +1 move +1 Str)
UB: Training Ground (Barracks +2 exp to ground units)

Cloral
Vo Spader (Agg/Cha)
Benn Spader (Ind/Fin)
Wu Yenza (Ind/Org)
UU: Military Habitat (Carrier +3 cargo space, 30 str)
UB: Ship Assembly (Harbor +1 tr, +1 hammer on water tiles +25% ship production)

Veelox
Aja Killian (Cre/Org)
Dr. Zetlin (Cre/Fin)
UU: Lifelight Operator (Worker, builds improvements 2x faster)
UB: Lifelight Pyramid (Laboratory no unhealthiness, +10% research)

Quillan
Eli Winter (Spi/Pro)
UU: Dado (Mech inf +3 str, cheaper)
UB: Quillan Games Stadium (Coloseum +10% gold)

Ibara
Siry Remudi (Exp/Imp)
Jen Remudi (Spi/Pro)
Loque (Cre/Ind)
UU: Settler Ship (Galleon +2 Cargo)
UB: Tribunal (-25% War Weariness, additional -10% maintenence)

Eelong
Kasha (Fin/Org)
Boon (Agg/Pro)
Aaron of the Gars (Org/Pro)
UU: Black Water Fighter (SAM Infantry with very high interception chance and +50% vs gunpowder units)
UB: Radio Link (Broadcast Tower +1 Trade Route, cheaper)

Denduron
Alder (Org/Imp)
Rellin (Ind/Org)
Kagan (Exp/Fin)
Figgis (Fin/Pro)
UU: Bedoowan Knight (Swordsman additional +5% city attack +25% vs Melee)
UB: Glaze Mine (Forge, additional 1 unhealthiness, additional +10% production, +10% gold)


Pictures!
Spoiler :

Play as new leaders, like Spader of Cloral. Living in a watery world sure gives Spader advantages when it comes to the high seas, don't mess with his navy!


There's also Alder from Denduron, his early Forge replacement, the Glaze Mine, boosts production and gold, use it to pump out Bedoowan Knights to take over nearby enemies!


Or perhaps Max Rose is more your taste, associated with Nazi Germany, Max Rose is a ruthless gangster leader, the Bank replacemt, Hotel, boosts gold and First Eartth's gangsters are cheap infantry, ready to do your dirty work!


Warring not to your taste? Try Siry Remudi, the leader of the Jakills from Ibara, his goal is to recolonize the mainland, help him out!


There is also a unique National Wonder for each civilization. For example, Eelong has the Advent, giving extra happiness and trade routes in all cities.


Also included are reworked civics, such sa Despotism, lowering early happiness and therefore growth, get out of it as fast as possible!


All this and many more changes are in the Pendragon Mod!


Changelog
Spoiler :
Version 0.1.1
Changed Civics for variety and (hopefully) better balance

Version 0.1.2
Buffed "Ship Assembly", now gives extra hammer on all water spaces
Added Scenario "Pendragon Axis vs Allies"
Added 2 civilopedia entries (more to come)
Flume tech/Building

Version 0.1.3
Civilopedia entries for all leaders
"The Convergence" wonder added

Version 0.2.0
Unique World Wonders
Fixed Librarian and Lifelight Operator

Version 0.5
About 20 new leaders! (credit goes to Nitram15, charle88, Sabotlieh, melcher kürzer, and cool3a2 for leaderheads PLEASE TELL ME IF I'M MISSING A CREDIT!)
"Convergence" and offshoots are now national wonders and have had some of their effects dampened a bit.
Tweaked Vassalage to give a more substantial bonus in the capital
Changed starting techs of most civs to better represent their specialties.

Version 0.75
Civilopedia entries for civilizations and new leaders
Unique greeting for each new leader
New city names

Version 0.8
Reworked Caste System and Specialist counts
Fixed Benn Spader diplo

Version 0.9
Civilopedia entries for all added units and buildings :)
Buffed Caste System

Version 1.0
Art
K-Mod download Option


Credits:
Me, Radio Noer :)
The BUG team
Nitram15
charle88
Sabotlieh
melcher kürzer
cool3a2
danrell
snafusmith
Wolfshanze
Xenomorph
Zerver
Dumanios
karadoc
Deon
Lord Tirian
HROCHland
dacubz145

Other notables:
The_J, for helping me in the very early stages and moving the thread here
Baldyr, for trying to help with some python coding, which got me to fixing the Flume building
GGracchus, for giving me bits of feedback for balance and the like


Here's the link to the download in the Download database

Standard Download
Pendragon + K-Mod
 
Sorry if this is the wrong forum, I didn't know where else to put it.

This is the only correct place ;).

The file exceeds the 500 KB atatchment limit so unfortunately I don't know how to share it (can anybody help here?)

.zip it. The limit is 10mb for .zip files, else use an external hoster like RapidShare or MegaUpload.


And, and while i have no idea from the scenario/topic/world, i still wish you good luck with your project.
 
I only wish I had the time to help you add custom scenario events with Python scripting... :p
 
Alright, I have a major request to enhance the mod a bit, basically what I need is a building that allows travel to any other city provided that city too has that building. The best workaround I can think of is just allowing it to airlift units but I would also like it to only be able to be built x number of times in any given empire. I feel like this would require Python modding, of which I know nothing about. I've already figured out the tech required to build it (I think) but I need that component as well.

So I suppose my questions are: Can anybody make this for me? And is there anything like this already to save some legwork on this component?

Sorry if it's complicated/I didn't explain it well enough, I'd be more than happy to clarify if requested.
 
Yeah, it should be easy enough to restrict the building of a airport type building to only a certain number of instances. It would entail adding some line of code into the CvGameUtils.py file.

If you setup the XML portion of the mod and post the XML tag you end up using for the special teleport building (like "BUILDING_TELEPORT") anyone knowledgeable would be able to submit the code you need for this. Other details are of course also necessary, like how many instances of this building there can be per player.
 
Alright, the XML tag is "BUILDING_FLUME", do I need to change the BUILDINGCLASS from "AIRPORT" to "FLUME" as well? And I'd like a maximum of 4 of these buildings per player.

Thanks in advance
Radio Noer
 
If you get the XML entries for the building and the building class in order, you need to change the marked line in \Assets\Python\CvGameUtils.py accordingly:
Code:
	def cannotConstruct(self,argsList):
		pCity = argsList[0]
		eBuilding = argsList[1]
		bContinue = argsList[2]
		bTestVisible = argsList[3]
		bIgnoreCost = argsList[4]
		return [COLOR="Red"]eBuilding == gc.getInfoTypeForString("BUILDING_FLUME") and gc.getPlayer(pCity.getOwner()).countNumBuildings(eBuilding) > 4[/COLOR]
In order for this to take effect, you also need to enable this value in \Assets\XML\Civ4PythonCallbackDefines.xml:
Code:
	<Define>
		<DefineName>USE_CANNOT_CONSTRUCT_CALLBACK</DefineName>
		<iDefineIntVal>[COLOR="Red"][B]1[/B][/COLOR]</iDefineIntVal>
	</Define>
Now, make sure to use UTF-8 text encoding when you save your changes, or things may cease to work.
 
What you could do(after getting flumes) is create a scenario with 10 islands seperated by ice with either mass PA's or something. You also should get rid of all of the default BTS leaders, and maybe some pedia text for the new leaders(rip it off a pendragon wiki maybe)
 
PA's would be paratroopers? Any I will be making scens shortly, that one sounds very interesting and I will get custom Civilopedia entries... eventually.
 
@Baldyr That didn't work (but thanks for your help anyways :)) but I figured out how to make it a "National Wonder" able to be constructed 4 times so I believe that the limit will work now. Now it's just a matter of getting it to only airlift to cities with the flume built in it...
 
@Baldyr That didn't work
Well, either I made a mistake - or you did. If you would have enabled error messaging we would have been able to work it out, but I'd say your XML solution is way better as it doesn't add any lag to the game. So I'd say you're good.
 
PA's would be paratroopers? Any I will be making scens shortly, that one sounds very interesting and I will get custom Civilopedia entries... eventually.

Permanant Alliances between worlds loyal to Bobby or those loyal to Saint Dane.
 
Posting version 0.1.2 now, buffed Spader's UB a bit (Cloral does dominate the seas after all). Added a small scenario, started civilopedia entries (if I end up burning more music tomorrow, I'll add more than just 2 leader civilopedias ;)).
 
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