This mod adds several new tags that allow the simulation of units needing food.
The tags let you specify how much food a unit starts out with, how much they
consume a turn and how much damage is done to them if they don't have access to
food. In addition there are tags that can be added to units to specift that
they provide food to other units but bewarned when theif food supply is
exhausted the unit will go away. So it would be best to create a new unit
specifically for carrying food.
Several in-game messages have also been added to warn when units are about to
starve, are starving, are about to run out of food and when they run out of
food.
For instance the updated the warrior definition using the new tag and updated
tag looks like:
What this means is that the warrior unit will start out with 4 turns worth of
food, eats food at a rate of 1/turn and will be hurt 20% each turn when they
don't have access to food.
For instance the updated the worker definition using the new tag and updated
tag looks like:
The worker unit does not consume food but instead provides enough food for a
single unit (with a consumption rate of 1/turn) for 10 turns.
Installation Instructions:
1) Unzip this into the "bts_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Food Supplies Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
-----Notes to Modmakers-----
If you want to use this mod component in your mod I have tried to make things
as easy as possible for you. In the XML files I have added
<!-- Food Supplies Mod Start --> and
<!-- Food Supplies Mod End --> in all of the places where
changes were made. In the SDK files I have added
// < Food Supplies Mod Start > and
// < Food Supplies Mod End > in all of the places where
changes were made.
As part of the changes to the SDK files I have also exposed several new methods
to python, they are:
bool isUnitsCanStarve() const;
void setUnitsCanStarve(bool bNewValue);
bool isCityResuppliesUnits() const;
void setCityResuppliesUnits(bool bNewValue);
bool isCityFeedsUnits() const;
void setCityFeedsUnits(bool bNewValue);
bool isUnitsProvideFood() const;
void setUnitsProvideFood(bool bNewValue);
bool isTilesFeedUnits() const;
void setTilesFeedUnits(bool bNewValue);
The python included in this mod is only used to set the configurable options
exposed through the SDK. If you don't want to use it just delete the entire
Python directory. Just make sure to set the options up the way you want them
using the methods above.
-----To Do-----
- Add full AI support (v0.4BtS)
- Units scavanging from tiles and the AI cheat should help for now.
- Add game configuration options (v0.4BtS)
- Unit consumes city food production
- Add city produced food consumption by units (v0.4BtS)
-----Version Information-----
-----v0.3BtS------
- Added python option configuration infrastructure
-----===Credits & Thanks===-----
- Exavier - Composite Mod - readme.txt format
- Doomwyte - for the idea and play testing the mod
The tags let you specify how much food a unit starts out with, how much they
consume a turn and how much damage is done to them if they don't have access to
food. In addition there are tags that can be added to units to specift that
they provide food to other units but bewarned when theif food supply is
exhausted the unit will go away. So it would be best to create a new unit
specifically for carrying food.
Several in-game messages have also been added to warn when units are about to
starve, are starving, are about to run out of food and when they run out of
food.
For instance the updated the warrior definition using the new tag and updated
tag looks like:
Code:
<bConsumesFood>1</bConsumesFood>
<fFoodConsumptionAmount>1</fFoodConsumptionAmount>
<iStarvationDamagePercentage>20</iStarvationDamagePercentage>
<fTotalFoodProvided>4</fTotalFoodProvided>
food, eats food at a rate of 1/turn and will be hurt 20% each turn when they
don't have access to food.
For instance the updated the worker definition using the new tag and updated
tag looks like:
Code:
<bConsumesFood>0</bConsumesFood>
<fFoodConsumptionAmount>0</fFoodConsumptionAmount>
<iStarvationDamagePercentage>0</iStarvationDamagePercentage>
<bFoodProvider>1</bFoodProvider>
<fTotalFoodProvided>10</fTotalFoodProvided>
single unit (with a consumption rate of 1/turn) for 10 turns.
Installation Instructions:
1) Unzip this into the "bts_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Food Supplies Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
-----Notes to Modmakers-----
If you want to use this mod component in your mod I have tried to make things
as easy as possible for you. In the XML files I have added
<!-- Food Supplies Mod Start --> and
<!-- Food Supplies Mod End --> in all of the places where
changes were made. In the SDK files I have added
// < Food Supplies Mod Start > and
// < Food Supplies Mod End > in all of the places where
changes were made.
As part of the changes to the SDK files I have also exposed several new methods
to python, they are:
bool isUnitsCanStarve() const;
void setUnitsCanStarve(bool bNewValue);
bool isCityResuppliesUnits() const;
void setCityResuppliesUnits(bool bNewValue);
bool isCityFeedsUnits() const;
void setCityFeedsUnits(bool bNewValue);
bool isUnitsProvideFood() const;
void setUnitsProvideFood(bool bNewValue);
bool isTilesFeedUnits() const;
void setTilesFeedUnits(bool bNewValue);
The python included in this mod is only used to set the configurable options
exposed through the SDK. If you don't want to use it just delete the entire
Python directory. Just make sure to set the options up the way you want them
using the methods above.
-----To Do-----
- Add full AI support (v0.4BtS)
- Units scavanging from tiles and the AI cheat should help for now.
- Add game configuration options (v0.4BtS)
- Unit consumes city food production
- Add city produced food consumption by units (v0.4BtS)
-----Version Information-----
-----v0.3BtS------
- Added python option configuration infrastructure
Spoiler :
-----===Credits & Thanks===-----
- Exavier - Composite Mod - readme.txt format
- Doomwyte - for the idea and play testing the mod