bAlwaysHostile - trait to make native units more hostile?

Astat

Warlord
Joined
May 25, 2002
Messages
169
Dale told me the following:

Open Civ4UnitInfos.xml and find UNIT_BRAVE and UNIT_MOUNTED_BRAVE. Find the tag bAlwaysHostile and change it to 1.
By changing the bAlwaysHostile tag it means they will act more agressively, and may attack your units if they have superiority. So essentially it means your scout could walk past some braves, then one will attack you.


I searched in the appropriate file and found this entry, which I changed to 1:

Code:
<UnitInfo>
			<Type>UNIT_NATIVE</Type>
			<Class>UNITCLASS_COLONIST</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_DEFENSIVE</DefaultUnitAI>
			<DefaultProfession>PROFESSION_BRAVE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_NATIVE</Description>
			<Civilopedia>TXT_KEY_UNIT_NATIVE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NATIVE_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			[B][COLOR="Magenta"]<bAlwaysHostile>1</bAlwaysHostile>[/COLOR][/B]
<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_OFFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>50</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_LIGHT_FOREST</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>75</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>75</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges>
				<YieldChange>
					<YieldType>YIELD_FUR</YieldType>
					<iChange>1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_SILVER</YieldType>
					<iChange>2</iChange>
				</YieldChange>
			</YieldChanges>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iBerthSize>1</iBerthSize>
			<iAsset>200</iAsset>
			<iPower>50</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MOUNTED_BRAVE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SCOUT_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_ARMED_BRAVE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_ARMED_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_ARMED_MOUNTED_BRAVE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_MOUNTED_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>

So it's apparently just one singular entry that defines all native units..?

Anway, I changed it and started a new game to try it out. At first, I experienced no differences. My scouts kept exploring and visiting native villages, later on I sent in wagon trains to trade with the natives and missionaries to get me some converts. None of them got attacked. I even sent the infamous treasure units accross the continent, past native villages, unharmed.

Only when the cultural borders of my colonies engulfed the first native village and they were like, as always in Colonization 2, "okay so your settlers keep stealing our land.. doesn't matter, we'll just move back to some reservate with horsehockey life conditions", I experienced a different game behavior: The native units where no out in the open, since the village had vanished. I got "enemy units sighted" messages on every turn as the natives moved back to their next village. I challenged them and passed them with unarmed colonists, but they didn't attack.

The warning messages however prove that an AI change did occur.
Another problem might be the fact that the natives never leave their villages for any reason, which seems strange enough by itself.
 
I think the AI for the natives has been crippled by design. I can't say for sure, but it seems to me that the coders went out of their way to make the game run like history (lite without the blood) -- having a predetermined outcome of white domination... which is historic, but inaccurate in the extreme.
 
Please use
Code:
 tags (# on the panel) for code. It formats it automatically.

You seem to have a misunderstanding of how Civilization IV (and Colonization) works. Native units aren't barbarians. They won't instantly attack if you are not at war. [i]However[/i], if you are at war with the native civilizations, bAlwaysHostile means their units will attack you. You [i]could[/i] make the natives start at war with you via python (I don't think this is possible in XML), but then you would have to make peace before being able to use them to learn.

Now, in Civilization IV if a barbarian unit was set to bAlwaysHostile, it would immediately attack you. If barbarians existed in Colonization, I'd say make them have native bAlwaysHostile units. So there would be natives who fought you and more "civilized" natives. But barbarians don't exist, although some mods feature something similar.
 
[CODE[ then, thanks. See I am still new to these things. ;)

Then I don't really get the point of it: If an enemy nation is at war with me, wouldn't it attack my units anyway?

I think this game seriously needs some sort of Civ-like barbarians, like the ones we had in the original colonization. Dale, however, said they made some bad experiences when trying to implement them or something... dunno


I think the AI for the natives has been crippled by design. I can't say for sure, but it seems to me that the coders went out of their way to make the game run like history (lite without the blood) -- having a predetermined outcome of white domination... which is historic, but inaccurate in the extreme.
You think so? I have a feeling they didn't care.
I hate drawing comparisons to the original colonization so often, but here it's really adequate: The natives never "won" against the Europeans there, even though they would fight them sooner or later. And that was exactly the right feeling: This aura of inevitability. The land was just too small for a stone-age native culture and increasing amounts of European settlers to coexist peacefully for an indefinite time; conflict was inevitable. If the riches of the native villages or sporadic native raiding parties wouldn't invite the Europeans to start a war, the increasing numbers of white settlers would sooner or later cause the anxious natives to attack.

In the original game, the natives were cautious at first, but relations would almost always worsen after a while, leading to a point where the natives would rise up against the invaders - and lose. In the current game, the natives will just abandon village after village, spineless suckers. And I gain so much gold from just visiting villages with my scouts that I already experience massive gold inflation before I can even think about attacking the natives, so there's not really a monetary incentive there, you can only use them as experience deliverers for your military.
 
Then I don't really get the point of it: If an enemy nation is at war with me, wouldn't it attack my units anyway?

You are also acquanting a single civilization with it's units. While a civilization at war with you would attack, individual units might not. It might not even attack you if the war was forced by a defensive pact or something like that. To use an example: don't you leave units to defend your cities when launching an attack on a rival? In FFH, I have seen a powerful barbarian unit (compared to what I had available at the time- it wasn't that powerful) not attack me, but instead hold a city it had captured and wait for reinforcements.

However, if you gave every single unit in Civilization IV bAlwaysHostile, they would attack, leaving no defensive units.


At least, I think this is what the tag means. It means the AI will keep using them to attack you, assuming you're at war with them.
 
Natives in the original were much better. Now they just give you their cities for free...
YES, totally! :D

See I waited like one year to buy this game since I had heard how lame and unfinished it was on release. Now that I bought it, I have to find out that there's still some major issues... and so far I couldn't even find a native mod that would address their behavior. Thought I was the only one to be bothered by this glaring design flaw. :)
 
Native units aren't barbarians. They won't instantly attack if you are not at war. However, if you are at war with the native civilizations, bAlwaysHostile means their units will attack you. You could make the natives start at war with you via python (I don't think this is possible in XML), but then you would have to make peace before being able to use them to learn.

Now, in Civilization IV if a barbarian unit was set to bAlwaysHostile, it would immediately attack you. If barbarians existed in Colonization, I'd say make them have native bAlwaysHostile units. So there would be natives who fought you and more "civilized" natives. But barbarians don't exist, although some mods feature something similar.
The "barbarian" civilization was already activated in my mod "Model: Mortally Dangerous Colonization. Version 11.09.2009". Under the name "barbarian" I understand all dangerous features that could somehow affect (kill or destroy) the player's units. Here just one screen from this mod:



As you see, here we have both Land and Sea "barbarians". Bandits and wild animals are Land "barbarians". Free corsairs and tornado are Sea "barbarians". All these units are bAlwaysHostile. They attack any player's units and of course natives.

Absolutely the same technique (as for case of Tornado or Bandits) could be easily used to include various illnesses and epidemic features. I didn't included them in my mod because I couldn't find good icons and probably required animation files.

Download mod "Model: Mortally Dangerous Colonization. Version 11.09.2009" you can here.

This is fully English version of the mod, required Civ4Col + 1.01 patch.
 
Looks very nice.

However you are apparently leaving players with the choice to play either AoDII oder your mod? :) Is it possible to write your mod as a "mod-mod" for AoDII? Merging several good mods is essential for a pleasant col2 game.

I have two additional suggestions: You seem to have only included European-style human "barbarians". Why no native raiders? And could you make those spawn especially next to native villages? (Okay they would then probably just attack the natives, right? And we don't want that..)
And you might add a second class of pirate ships, so there is like a weaker ship with 4 strength that can only hunt caravel-sized ships, and a larger one the size of a standard privateer.
 
Sorry about the UNIT_BRAVE thing, those are the professions not the units.

As well as the bAlwaysHostile you could try changing bHiddenNationality to 1 as well. Though Native flags will be hidden then.

Also check that all native professions do not have bDefensiveOnly activated, or they won't attack you whenever the unit is that.
 
Looks very nice.

However you are apparently leaving players with the choice to play either AoDII oder your mod? :)
Thank you.

Mod "Model: Mortally Dangerous Colonization" is one of a serie of mods that I created just for my and other players education. Previous versions were "Model: Letter of Marque", "Model Genesis", "Model Europa" and "Model". At the same time each such mod is absolutely full and playable one.

At the moment I started to work on new mod entitled as "1492: Global colonizations" where all most interesting parts will be included. The current version "Model: MDC" is just a step in development of "1492: Global Colonization".

The main idea of "Model: MDC" was to create dangerous atmosphere during New World colonization. Let's see how successful it was realized. In all cases any critical remarks will be greatly appreciated.

Is it possible to write your mod as a "mod-mod" for AoDII? Merging several good mods is essential for a pleasant col2 game.
I never plan to add or somehow create mod-mod for AoDII based on my serie of "Model" mods.

Age of Discovery II is very interesting and detailed project, however I absolutely don't agree with too many positions in this mod. Of course, everybody could change and adjust AoDII for personal interests, however, I decided to create my personal mod where all features will be included exactly as I understand them and how I would like to see them in the game.

I have two additional suggestions: You seem to have only included European-style human "barbarians". Why no native raiders? And could you make those spawn especially next to native villages? (Okay they would then probably just attack the natives, right? And we don't want that..)
And you might add a second class of pirate ships, so there is like a weaker ship with 4 strength that can only hunt caravel-sized ships, and a larger one the size of a standard privateer.
Well, you can do it by yourself. Just exchange Bandit or any Land animal unit on any native unit and a new "native raider" will be in game. I especially don't remove all original names of Land and Sea units that were exchanged on Bandit, Free corsair or Tornado.

Absolutely the same situation with Free corsair. Everybody can do it by yourself. This is very easy. The strength and "speed" of such new units everybody can adjust, too. Here I only demonstrate how to do this operation.
 
I decided to create my personal mod where all features will be included exactly as I understand them and how I would like to see them in the game.
I am looking forward to that. Maybe our perspectives on how the game should look like fit rather well. :)


Well, you can do it by yourself. Just exchange Bandit or any Land animal unit on any native unit and a new "native raider" will be in game. I especially don't remove all original names of Land and Sea units that were exchanged on Bandit, Free corsair or Tornado.

Absolutely the same situation with Free corsair. Everybody can do it by yourself. This is very easy. The strength and "speed" of such new units everybody can adjust, too. Here I only demonstrate how to do this operation.
I see where you are going, but I am (still) an advocate of comprehensive mods that can be easily downloaded by many people, instead of everyone having to do his own post-production.

I regularly discover that I spend more time on a game looking for mods than actually playing it. And I hate that revelation. :)

So I was trying to persuade you on how cool it would be to have not only European bandits, but also native raiders in the general mod. Seems easier to me than me or someone else doing it, then starting another forum thread with this addition to your mod for the few people who will find and read it...
 
KJ Jansson, I tried your mod in a Western Hemispheres Scenario with France.

Right from the beginning I got pissed when the French would, as the player always does, start somewhere below the equator. But that's not your fault, though it was fixed in Ozzy's Americas, right?

So I landed somewhere in Brazil, and there were these animals all around. Natives kept patrolling and fought these animals, which was kinda cool.

My caravel didn't get to do much except unloading her troops - soon afterwards, a pirate ship with a strength of 5 appeared and tore my nutshell to pieces. Here my first advise: Pirates shouldn't roam the New Worlds's oceans already in 1493.
And strangely enough, the pirate ship was called "Kraken"... sea monster mix-up? Anyway if the 1493 pirate ship would just get substituted by a 1493 sea storm or something, I'd be happy. Losing ships to vis major is quite authentic and makes for a more challenging game. And the king sent me a substitue ship (for a 2% tax increase) anyway, so not too much harm done.

And, I say again, I'd prefer most pirate ships to have less than 5 strength. The ordinary pirate party wasn't exactly a galleon hunter, they went for smaller ships. And by the way why can galleons only defend? Spanish galleons were state-of-the-art multi-purpose vessels of their time... but I'm losing focus, back to the mod:

I saw some more wild animals, then one of these white bandit units. This unit actually had a strength of 1 and didn't even put up a fight when I attacked it with my soldier - it got captured immediately, and now I have a defense-only bandit unit called "Gorilla" under my command... ???
Is this intentional?

Are you supposed to get experience from fighting barbarians?
 
Well I think there needs to be a win-lose to every strategy. Right now, there isn't much of a penalty from just running over the natives other than losing out to potential converts.

So far I've never had any allied Natives ever stick to any defensive pact I've made with them. The minute a Euro power declares war on me, they desert.

Now historically the Natives did do pretty well at playing Euro powers against each other, sort of how a lot of countries did during the Cold War. It ended biting them in the ass eventually but for a long time having Native allies was the deciding factor in the 3 wars prior to 1776 because the colonists just didn't have the troops.

The Col2 Natives are far to passive. I mean "Indian Summer" meant a warmer autumn that allowed Natives to do more raiding prior to winter. Plus, like many cultures at their socio-economic level, stranger either meant enemy or someone you can raid from and it would be okay. I mean this was just the land version of the high seas where for most of recorded history any weaker ship tended to get pirated on general principles because who was there to stop you?

As I've previously said, I think there needs to be more of a trade off from being 'anti-Native' (The Spanish Option) as opposed to the 'assimilation' model the French used.
 
So I landed somewhere in Brazil, and there were these animals all around. Natives kept patrolling and fought these animals, which was kinda cool.

My caravel didn't get to do much except unloading her troops - soon afterwards, a pirate ship with a strength of 5 appeared and tore my nutshell to pieces. Here my first advise: Pirates shouldn't roam the New Worlds's oceans already in 1493.
And strangely enough, the pirate ship was called "Kraken"... sea monster mix-up? Anyway if the 1493 pirate ship would just get substituted by a 1493 sea storm or something, I'd be happy. Losing ships to vis major is quite authentic and makes for a more challenging game. And the king sent me a substitue ship (for a 2% tax increase) anyway, so not too much harm done.
I guess you play on highest difficulty level. Please, open CIV4HandicapInfo.xml file.
Here you can find such Table:

Original values from JAnimals:

Level LandNumTurnsNoSpawn SeaNumTurnsNoSpawn LandMaxPercent SeaMaxPercent

PILGRIM 6 6 10 5
PIONEER 5 5 15 10
EXPLORER 4 4 20 15
CONQUISTADOR 3 3 25 20
GOVERNOR 2 2 30 25
PATRIOT 1 1 35 30
REVOLUTIONARY 0 0 40 35

Corrected values:

PILGRIM 0 6 1 1
PIONEER 0 5 2 1
EXPLORER 0 4 3 1
CONQUISTADOR 0 3 4 1
GOVERNOR 0 2 5 1
PATRIOT 0 1 6 1
REVOLUTIONARY 0 0 7 1

P.S. Sorry, here on forum the Table looks terrible and any formatting make it even worst. Please, see inside the CIV4HandicapInfo.xml file.

As you see "Sea Features" appear with some delay that depends on difficulty level. I adjusted the values for my style of playing. If this level is too complicated for you, just change the corresponding parameter for the required unit and for the required difficulty level.

These values are in lines
Code:
            <iAIAnimalLandMaxPercent>X</iAIAnimalLandMaxPercent>
            <iAIAnimalSeaMaxPercent>X</iAIAnimalSeaMaxPercent>
            <iAIAnimalLandNumTurnsNoSpawn>X</iAIAnimalLandNumTurnsNoSpawn>
            <iAIAnimalSeaNumTurnsNoSpawn>Y</iAIAnimalSeaNumTurnsNoSpawn>
Find your difficulty level and then change "Y" on another value, for instance 20. In such case the Sea Features (Free corsairs and Tornado) will spawn with 21 turns delay.

a pirate ship with a strength of 5 appeared and tore my nutshell to pieces.
File CIV4UnitInfos.xml. Find KRAKEN in change values here

Code:
			<iCombat>5</iCombat>
			<!-- KJ: KRAKEN value >			
			<iCombat>6</iCombat>
			< -->				
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
For me the Combat strength equal "5" is optimal. If "5" is too much for you, exchange on "3" or "2". It's very easy to do. Please, remember that it's impossible to choose the values absolutely perfect for all players.

And strangely enough, the pirate ship was called "Kraken"... sea monster mix-up?
I have a defense-only bandit unit called "Gorilla" under my command... ???
Nothing strange. As I mention above, I especially leave old names of units as "Kraken", "Gorilla" etc. to help players to find the places in xml files where some changes were made and to correct some values, if it's necessary.

I repeat my general idea for the mod "Model: Mortally Dangerous Colonization": create dangerous atmosphere on land and on sea by adding various hostile units from different classes (wild animals, bandits, free corsairs, tornado). Plus, of course, the education and demonstration purpose.
 
Thank you for the lengthy reply.

Concerning difficulty: I wasn't arguing about what is too hard or not, I was merely pointing out what is authentic or not. And a pirate threat as early as 1492 is not. Tornados, on the other hand, would be okay. (Or monsters, if we accept the fact that they "exist" within colonization)

You wanted constructive criticism, you got it. :)


So that Gorilla unit is supposed to be a non-fighter? Merely a scouting unit that can get captured?



Since you didn't change unit names, I now don't know how the tornado is called. :) I wanted to look for it and check its strength, maybe change it... I would love to have many alwayshostile sea units with low strength (sea storms, high waves, clouds, whatever) that would only damage a ship, but usually not destroy it.
 
Concerning difficulty: I wasn't arguing about what is too hard or not, I was merely pointing out what is authentic or not. And a pirate threat as early as 1492 is not. Tornados, on the other hand, would be okay. (Or monsters, if we accept the fact that they "exist" within colonization)
OK, now I understand your position about pirates. You are absolutely right. They should appear in the game with some delay, maybe 10 or 20 turns. It's easy to fix. Thank you for this remark. Unfortunately Tornado also will spawn with such delay, too.

So that Gorilla unit is supposed to be a non-fighter? Merely a scouting unit that can get captured?
I also found that Gorilla or "Bandit" unit could be captured. According to the rules Gorilla must be killed in the battle, or kill your unit. Capture of barbarian unit looks strange. I have to see more precisely source codes and xml files. From one side this is mistake, from another one this mistake opens us a very interesting possibility to capture "barbarian" units and we can think how such captured units could be used in future. Like scouts, spies or maybe slaves, of course if such unit looks as human (for instance "bandit").

Since you didn't change unit names, I now don't know how the tornado is called. :) I wanted to look for it and check its strength, maybe change it... .
UNIT_GIANT_TORTOISE was exchanged on Tornado.

I mention the changes only in CIV4ArtDefines_Unit.xml

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_GIANT_TORTOISE</Type>
			<Button>Art/Terrain/Features/Tornado/Tornado.dds</Button>
			<FullLengthIcon>,Art/Interface/Screens/City_Management/Free_Colonist.dds</FullLengthIcon>
			<fScale>3.5</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<NIF>Art/Terrain/Features/Tornado/3tornado3.nif</NIF>
			<KFM/>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

All parameters of TORNADO are in CIV4UnitInfos.xml for

Code:
		<UnitInfo>
			<Type>UNIT_GIANT_TORTOISE</Type>
			<Class>UNITCLASS_GIANT_TORTOISE</Class> 

 			<iCombat>4</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
All old names (KRAKEN, GIANT_TORTOISE or GORILLA) will be removed from the version that will be included in my new mod "1492: Global colonization". Based on the discussion results some changed also will be made.

I would love to have many always hostile sea units with low strength (sea storms, high waves, clouds, whatever) that would only damage a ship, but usually not destroy it.
I also plan to do something similar for sea. Weather conditions (strong wind, sea storm etc) that only damage your ship would be very useful. And the main advantage of such weather conditions is their "mobility". Tornado for instance is moving in my mod, comparing to fixed one in original Civilization.

For land units some diseases of different strength (-50%, -75%, -100% = death) also will be included. Now I'm looking for corresponding icons and animations.
 
For land units some diseases of different strength (-50%, -75%, -100% = death) also will be included.
Diseases might also work well with the bombard mechanism of artillery weapons from Civilization 4: An attacking cannon (here: disease) would damage multiple units of a same stack. This would cater to the fact that diseases were especially dangerous with many people (units) cramped up on a small spot.

And can they appear mainly in "unhealthy" regions, like marshes?
 
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