This mod basically enables animals to be automatically spawned in oceans if
they have their feature or terrain native values set correctly. So for instance
if a water animal should trawl through ocean and water plots then the terrain
native should be set in the unit definition like this:
<TerrainNatives>
<TerrainNative>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
[/code]
As an example I have included Chalid's newly introduced Kraken.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Water Animals Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
-----Units-----
Kraken:
- Strength: 12
- Movement: 5
-----Notes to Modmakers-----
If you want to use the Water Animals Mod in your mod I have tried to make
things as easy as possible for you. In the XML files modified sections are
enclosed by:
<!-- -->
<!-- Water Animals Start -->
<!-- -->
and
<!-- -->
<!-- Water Animals End -->
<!-- -->
In the SDK files I have added // < Water Animals Mod Start > and
// < Water Animals Mod End > in all of the places that I have made changes to
the original files.
As part of the changes to the SDK files I have also exposed several new methods
to python, they are:
int getWaterAnimalSpawnChance() const;
void setWaterAnimalSpawnChance(int iNewValue);
void changeWaterAnimalSpawnChance(int iChange);
-----Version Information-----
-----v0.4BtS------
- Updated to be compatible with Beyond the Sword v3.19 patch.
-----===Credits & Thanks===-----
- Exavier
Composite Mod - readme.txt format
- Chalid
For providing an excellent water animal.
- Dr Elmer Jiggle
For providing the INI file parser code allowing for players to
customize this mod without having to touch the python code!!!
they have their feature or terrain native values set correctly. So for instance
if a water animal should trawl through ocean and water plots then the terrain
native should be set in the unit definition like this:
<TerrainNatives>
<TerrainNative>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
[/code]
As an example I have included Chalid's newly introduced Kraken.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Water Animals Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
-----Units-----
Kraken:
- Strength: 12
- Movement: 5
-----Notes to Modmakers-----
If you want to use the Water Animals Mod in your mod I have tried to make
things as easy as possible for you. In the XML files modified sections are
enclosed by:
<!-- -->
<!-- Water Animals Start -->
<!-- -->
and
<!-- -->
<!-- Water Animals End -->
<!-- -->
In the SDK files I have added // < Water Animals Mod Start > and
// < Water Animals Mod End > in all of the places that I have made changes to
the original files.
As part of the changes to the SDK files I have also exposed several new methods
to python, they are:
int getWaterAnimalSpawnChance() const;
void setWaterAnimalSpawnChance(int iNewValue);
void changeWaterAnimalSpawnChance(int iChange);
-----Version Information-----
-----v0.4BtS------
- Updated to be compatible with Beyond the Sword v3.19 patch.
Spoiler :
-----===Credits & Thanks===-----
- Exavier
Composite Mod - readme.txt format
- Chalid
For providing an excellent water animal.
- Dr Elmer Jiggle
For providing the INI file parser code allowing for players to
customize this mod without having to touch the python code!!!