AlwaysWar Mod

RogerBacon

King
Joined
Nov 16, 2003
Messages
649
Here's a quick little change that I always thought should have been in the game from the beginning.

Download here: http://ez-files.net/download.php?file=47d07bee

Always War Mod
by
Roger Bacon
(06/08/2006)

This mod changes the GAMEOPTION_ALWAYS_WAR so that checking it makes EVERYONE (humans and AIs) at war with everyone they meet. In vanilla civ checking the GAMEOPTION_ALWAYS_WAR just made the AIs always war with the human player.

HOW TO USE

Copy the dll into My Documents\My Games\Civ4\CustomAssets
The .cpp files are only needed if you want to build the dll from scratch. The see changes search for "RogerBacon"

Updated Sep 08, 2006
Found one place in the code that could allow an AI to make peace. Fixed it.
 
Nice one Roger. :thumbsup:

I was thinking that maybe you should compile some of your smaller mods into one package, perhaps even with an INI to control some options. Things like this mod, culture over ocean, animals not disappearing with barbarians, and others in that vein - small, practically trivial, but very nice changes. Since all these are SDK based few people will be able to merge them but I'm sure a lot of people would like to see these things in one mod, especially if you can turn them on and off.
 
Rabbit said:
Nice one Roger. :thumbsup:

I was thinking that maybe you should compile some of your smaller mods into one package, perhaps even with an INI to control some options. Things like this mod, culture over ocean, animals not disappearing with barbarians, and others in that vein -

Well, the animals one wasn't mine but it is a good idea you have.
I have added this one to my Flying mod which does have everything combined in to it. I will probably always release one DLL that has every mod combined in to one. I haven't looked in to how to make it configurable yet. I know a lot of people use that setup from Dr. Jiggles but that only works if you load a 'mod' and not if you are keeping the changed files in your custom assets, as I do, so I haven't been too interested in it.
This weekend I plan to try and integrate teh ActionButtons 2.0 mod into my setup, which I epxect to be a real pain since I've added a lot of stuff since the 1.0 version. If I have any time left after doing that I will look in to configurable options.

Roger Bacon
 
Maybe you could change the One City Challenge to make it so that AIs also canot build more than one city?
 
Samuelson said:
Maybe you could change the One City Challenge to make it so that AIs also canot build more than one city?

Well, that would kind of remove the "challenge" part from the One City Challenge now wouldn't it?

Roger Bacon
 
Great mod... I have been looking for something like this. I have one suggestion though. I always play duel or tiny maps (with 4+ civs) and several times with this mod a civ that starts with a warrior destroys a civ that starts with a scout before they can build a warrior. Is it possible to have each civ start with a warrior (or its warrior UU) on tiny and smaller maps?
 
BomberEscort said:
Great mod... I have been looking for something like this.
... Is it possible to have each civ start with a warrior (or its warrior UU) on tiny and smaller maps?

Thanks.

Yes, you can set what each civ starts with in the CIV4CivilizationInfos.xml

change:
Code:
<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
			</FreeUnitClasses>
to this
Code:
<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
                                <FreeUnitClass>
					<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
			</FreeUnitClasses>

I was unaware that some civs didn't start with a warrior.

Roger Bacon
 
RogerBacon said:
Well, that would kind of remove the "challenge" part from the One City Challenge now wouldn't it?

I don't see what challenge the current version of 'one city challenge' has, its down right impossible to win a map with any amount of land, the AI can build settlars faster then you can build soldiers.

I solved the problem by disabling the settlar, that way each person has only their beginning settlar, or on the higher difficulties their begginning setlars. This can make for some fun tiny and small maps with a dozen or so AIs.
 
Jeckel said:
I don't see what challenge the current version of 'one city challenge' has, its down right impossible to win a map with any amount of land, the AI can build settlars faster then you can build soldiers.

I solved the problem by disabling the settlar, that way each person has only their beginning settlar, or on the higher difficulties their begginning setlars. This can make for some fun tiny and small maps with a dozen or so AIs.
Imho that's the challenge, to win against the AI, though you only have one city. If you aren't able to win, you're too weak. That's it.
 
Caesium said:
If you aren't able to win, you're too weak. That's it.

Ha!

Right, start a Emporor or Immortal difficulty game with a Standard or bigger size map and 12+ AIs. Eventually your going to come to a point where your culture boarders hit their max size and one or more of the AIs has a few dozen cities. Each of those cities is building a unit every turn or two, call it 30 units every 3 turns. Even if you are building your best unit every turn, how exactly can 3 units beat 30 units? Never mind that for every city you destroy they can pump out several settlars and place them in the turn or two it takes you to heal the army that just destroyed the origonal city.

Since I seem to be "too weak" to beat this scenario, maybe you could enlighten me as to the solution. :rolleyes:
 
But, you have to confirm, that, if all Civs only have one city, there would be no challenge. The game would be really boring.
Maybe in the strategy section there are hints how to win a game like that you desribed.
 
I would like to get a copy of the code and make this a new GAME OPTION rather then a replacment option (this is safe to do in WL unlike vanilla), I'd call its TOTAL WAR!
 
FastWorker said:
It says the file is not there anymore--deleted or expired.

:-(

I will post a new link this weekend. I need to recompile it because I recently added a fix. There was one place in the code where the AI was able to make peace.

Impaler, I will also post the source code.

Roger Bacon
 
Why don't call this 'Freeciv' mod?
In that game everybody is in war with everybody by default. :)
 
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