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Upgradeable Buildings v0.2 2016-10-05

This mod implements the concept of upgradeable buildings and buildings that
when constructed obsolete a building in the Installation. The building upgrade
part of the mod works like the unit upgrade system in regards to how the
upgrade chain is defined and buildings are upgraded. As a proof of concept the
Barracks have been broken up into a base building that only gives 1 experience
point and two building upgrades that give the rest of the experience points
that the original Barracks gave.

The second part of the mod allows for buildings when constructed to obsolete
one or more buildings. For example the forge can be obsoleted when a factory is
built.


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\Upgradeable Buildings
4) Load the game.
5) Then play as normal.

-----Game Play-----
Spoiler :

- Split up the barracks building into three buildings: Barracks, Barracks II
and Barracks III. Barracks have been changed to only give 1xp instead of 4xp
and they upgrade to Barracks II.

- Factories now obsolete forges.

- Information for upgraded buildings includes the information from the base
buildings. For instance if barracks are upgraded to Barracks III then the text
displayed for them would be "New Land Units Receive +4 Experience Points" not
"New Land Units Receive +2 Experience Points".


-----Buildings-----
Spoiler :

Barracks II:
- Requires: Construction Tech
- Costs: 60
- Abilities:
- New Land Units Receive +1 Experience Points

Barracks III:
- Requires: Military Tradition Tech
- Costs: 60
- Abilities:
- New Land Units Receive +2 Experience Points


-----Notes to Modmakers-----

If you want to use Upgradeable Buildings in your mod I have tried to make
things as easy as possible for you. In the Python files I have added
# < Upgradeable Buildings Start > and # < Upgradeable Buildings End > in all of
the places that I have made changes to the original files.

In the SDK files I have added // < Upgradeable Buildings Start > and
// < Upgradeable Buildings End > in all of the places that I have made changes
to the original files.

In the XML files modified sections are enclosed by:
<!-- -->
<!-- Upgradeable Buildings Start -->
<!-- -->
and
<!-- -->
<!-- Upgradeable Buildings End -->
<!-- -->

-----Version Information-----

-----v0.2------

- Fixed the issue causing the game to throw C++ exceptions whenever a wonder is
built. As it turns out the CvCity::hasBuilding interface cannot be changed
because there are calls to the method from the exe file. Reported by
Ploeperpengel.

- Added the code to display the missing information for several of the values
that buildings could have. Reported by Ploeperpengel.

- Changed the temple buildings for each religion to upgrade to cathedrals, they
still require n number of temples though.

Spoiler :

-----v0.1------

- Setup the Upgradeable Buildings mod infrastructure

- Added the new tags and code behind the tags to add building upgrade support.

- Added the new tags and code behind the tags to allow the obsoleting of
buildings when a building is constructed.

- Updated the CIV4BuildingInfos.xml file to use the new tags by splitting up
the amount of experience given by the barracks building into three barracks
buildings. Also updated the factory definition so when it is built it will
make the forge obsolete.

- Updated the building text display code in the SDK so when a building is
upgraded the information from the base buildings are still shown.


-----===Credits & Thanks===-----

- Exavier
     Composite Mod - readme.txt format

- Snaitf
     For originally proposing this idea

- Testers

     Ploeperpengel and Aussie_Lurker
     
Author
TheLopez
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