JA_Lamb
Warlord
8th July 21
Hi everyone. After a long hiatus from gaming and modding, I was last here in 2012/3, I began to play Civ again due to lock downs. To my dismay I find that almost all my old skills (Civ4) have sort of disappeared except some Algorithmic thinking capability.
I'll sound like a total newbie here, but please bear with me. I find Civ6 good for the young, (and I'm old) and Civ5 dumped down in order to play quick and win awards which make everyone happy.
The developers who make money, the players who can boast they play at perceived high difficulty because the AI is given disproportionate game advantages etc. etc. you all have read, heard and moaned about ir.
I would like to mod Civ5 into what i would like it to be for myself, as I perceive it to be more in the trajectory of Civ1 to Civ4.
So... I have a number of questions, anyone with answers I'll be thankful.
Q1: In the Units Schema, there is a line in the main Schema that reads
<Column name="Requirements" type="text"/> [What does this mean specifically? Can it be used? How can it be used? and will it actuakky work?]
Q2: Staying with the Units Schema,
<Column name="PrereqResources" type="boolean" default="false"/> [ I suspect that if 'true', then one has to supply one or more of 'RUSH' Resources in the appropriate table below =>
<Table name="Unit_ResourceQuantityRequirements"> etc.] Is that correct and will it work correctly?
Q2a: Could one instead of requiring a 'RUSH' resource ask for a 'LUXURY' or 'BONUS' Resource to be present next to the City or within the Empire itself for the Unit to be built? eg Copper for Spearmen as the game itself is set up at present? Or does one have to dive in the unholy mess that Bob Thomas bequeathed us, innocently named 'AssignStartingPlots', and mod Copper into a 'RUSH' Resource? (A vaunting task indeed).
I find myself being semi-literate in Lua, i.e. I can more or less read it and see the point the code is making, but at present I'm unable to write anything with it that would make any sense to a programmer or the machine!
Since I have traveled and lived between 0 Longitude and about 30/35 Longitude from Inverness jn the North to Cape Town in the South, I found that 'There are plenty of Fish in all the Seas!' so Mr. Thomas's Fish restrictions seem to be a 'Sieg Heil' overcompensating impulse to control.
Thus, I would like to fill a big number of coves with Crustaceans and Fish along the Coasts of the Continents. Ok, not so many, but with a consistency that makes a kind of sense, not like at present every 12 Plots which would take a ship 6 turns to traverse or more than 5 generations!
Thus Q3: What would the Lua code be to effect the following:
-- "FishCode"
1 - Check - if a plot <is not>= Coast, then end
2 - elseif plot == Coast but not a Lake (FresjWater) then
3 - check if it has 5 adjacent plots of Land
4 - if yes, then roll [6]
5 - if roll == 3 (1/6 =+- 15%chance)
4 - place 'crustacean' [Mod to give FOOD as well as GOLD in XML? bears thinking ]
5 - elseif plot has 4 adjacent plots of land
6 - AND no other adjacent WaterResource then
7 - roll [5]
8 - if roll ==3 (1/5 = 20% chance)
9 - place 'fish'
10 - else end.
Point A: By having the two 'rolls' one can adjust the amount of 'sea resources' and not let them get out of hand or do let them get out of hand as one wishes.
Point B: This piece of code would be placed at the end of 'AssignStartingPlots' as follows:
'Map.RecalculateAreas();' -- as is at present
'FishCode -- Insert - (Thumping a nose here ;D)
'Map.RecalculateAreas();' -- as it will be
' -- Activate for debug only -- as is at present
selfrintFinalResourceTotalsToLog() ' -- as is at present
--
end
---
Putting this at the end, one does not disrupt the previous balances, it is a gift of Poseidon, the God of the Seas!! ;D
Thanks JA_Lamb
Hi everyone. After a long hiatus from gaming and modding, I was last here in 2012/3, I began to play Civ again due to lock downs. To my dismay I find that almost all my old skills (Civ4) have sort of disappeared except some Algorithmic thinking capability.
I'll sound like a total newbie here, but please bear with me. I find Civ6 good for the young, (and I'm old) and Civ5 dumped down in order to play quick and win awards which make everyone happy.
The developers who make money, the players who can boast they play at perceived high difficulty because the AI is given disproportionate game advantages etc. etc. you all have read, heard and moaned about ir.
I would like to mod Civ5 into what i would like it to be for myself, as I perceive it to be more in the trajectory of Civ1 to Civ4.
So... I have a number of questions, anyone with answers I'll be thankful.
Q1: In the Units Schema, there is a line in the main Schema that reads
<Column name="Requirements" type="text"/> [What does this mean specifically? Can it be used? How can it be used? and will it actuakky work?]
Q2: Staying with the Units Schema,
<Column name="PrereqResources" type="boolean" default="false"/> [ I suspect that if 'true', then one has to supply one or more of 'RUSH' Resources in the appropriate table below =>
<Table name="Unit_ResourceQuantityRequirements"> etc.] Is that correct and will it work correctly?
Q2a: Could one instead of requiring a 'RUSH' resource ask for a 'LUXURY' or 'BONUS' Resource to be present next to the City or within the Empire itself for the Unit to be built? eg Copper for Spearmen as the game itself is set up at present? Or does one have to dive in the unholy mess that Bob Thomas bequeathed us, innocently named 'AssignStartingPlots', and mod Copper into a 'RUSH' Resource? (A vaunting task indeed).
I find myself being semi-literate in Lua, i.e. I can more or less read it and see the point the code is making, but at present I'm unable to write anything with it that would make any sense to a programmer or the machine!
Since I have traveled and lived between 0 Longitude and about 30/35 Longitude from Inverness jn the North to Cape Town in the South, I found that 'There are plenty of Fish in all the Seas!' so Mr. Thomas's Fish restrictions seem to be a 'Sieg Heil' overcompensating impulse to control.
Thus, I would like to fill a big number of coves with Crustaceans and Fish along the Coasts of the Continents. Ok, not so many, but with a consistency that makes a kind of sense, not like at present every 12 Plots which would take a ship 6 turns to traverse or more than 5 generations!
Thus Q3: What would the Lua code be to effect the following:
-- "FishCode"
1 - Check - if a plot <is not>= Coast, then end
2 - elseif plot == Coast but not a Lake (FresjWater) then
3 - check if it has 5 adjacent plots of Land
4 - if yes, then roll [6]
5 - if roll == 3 (1/6 =+- 15%chance)
4 - place 'crustacean' [Mod to give FOOD as well as GOLD in XML? bears thinking ]
5 - elseif plot has 4 adjacent plots of land
6 - AND no other adjacent WaterResource then
7 - roll [5]
8 - if roll ==3 (1/5 = 20% chance)
9 - place 'fish'
10 - else end.
Point A: By having the two 'rolls' one can adjust the amount of 'sea resources' and not let them get out of hand or do let them get out of hand as one wishes.
Point B: This piece of code would be placed at the end of 'AssignStartingPlots' as follows:
'Map.RecalculateAreas();' -- as is at present
'FishCode -- Insert - (Thumping a nose here ;D)
'Map.RecalculateAreas();' -- as it will be
' -- Activate for debug only -- as is at present
selfrintFinalResourceTotalsToLog() ' -- as is at present
--
end
---
Putting this at the end, one does not disrupt the previous balances, it is a gift of Poseidon, the God of the Seas!! ;D
Thanks JA_Lamb