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:
[TAB][TAB][TAB]<TerrainNatives>
[TAB][TAB][TAB][TAB]<TerrainNative>
[TAB][TAB][TAB][TAB][TAB]<TerrainType>TERRAIN_OCEAN</TerrainType>
[TAB][TAB][TAB][TAB][TAB]<bTerrainNative>1</bTerrainNative>
[TAB][TAB][TAB][TAB]</TerrainNative>
[TAB][TAB][TAB][TAB]<TerrainNative>
[TAB][TAB][TAB][TAB][TAB]<TerrainType>TERRAIN_COAST</TerrainType>
[TAB][TAB][TAB][TAB][TAB]<bTerrainNative>1</bTerrainNative>
[TAB][TAB][TAB][TAB]</TerrainNative>
[TAB][TAB][TAB]</TerrainNatives>
As an example I have included Chalid's newly introduced Kraken.
Installation Instructions:
1) Unzip this into the "warlords_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-----
-----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 Mod Start -->
<!-- -->
and
<!-- -->
<!-- Water Animals Mod 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:
[TAB]int getWaterAnimalSpawnChance() const;
[TAB]void setWaterAnimalSpawnChance(int iNewValue);
[TAB]void changeWaterAnimalSpawnChance(int iChange);
[TAB]
[TAB]
-----Version Information-----
-----v0.3w------
- Updated to be compatible with Warlords v2.0.8.0 patch.
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Chalid
[TAB]For providing an excellent water animal.
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:
[TAB][TAB][TAB]<TerrainNatives>
[TAB][TAB][TAB][TAB]<TerrainNative>
[TAB][TAB][TAB][TAB][TAB]<TerrainType>TERRAIN_OCEAN</TerrainType>
[TAB][TAB][TAB][TAB][TAB]<bTerrainNative>1</bTerrainNative>
[TAB][TAB][TAB][TAB]</TerrainNative>
[TAB][TAB][TAB][TAB]<TerrainNative>
[TAB][TAB][TAB][TAB][TAB]<TerrainType>TERRAIN_COAST</TerrainType>
[TAB][TAB][TAB][TAB][TAB]<bTerrainNative>1</bTerrainNative>
[TAB][TAB][TAB][TAB]</TerrainNative>
[TAB][TAB][TAB]</TerrainNatives>
As an example I have included Chalid's newly introduced Kraken.
Installation Instructions:
1) Unzip this into the "warlords_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-----
Spoiler :
-----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 Mod Start -->
<!-- -->
and
<!-- -->
<!-- Water Animals Mod 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:
[TAB]int getWaterAnimalSpawnChance() const;
[TAB]void setWaterAnimalSpawnChance(int iNewValue);
[TAB]void changeWaterAnimalSpawnChance(int iChange);
[TAB]
[TAB]
-----Version Information-----
-----v0.3w------
- Updated to be compatible with Warlords v2.0.8.0 patch.
Spoiler :
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Chalid
[TAB]For providing an excellent water animal.