[BTS] Dragonia II

I would have to do the barrage within the Dragonia II spell system. (Its not the same as the FFH2 spell system)

For the Idle building, I think you can create a building with an empty model (but remember to have some sort of button graphics), cost of 0, and set bRepeat to 1.

I think Idle Building can better be implemented as a process like build wealth culture or espionage. You will just turn hammers into nothing that is it.
 
Isn't culture, research, ect instead of producing units and buildings somewhere in the tech XML? Set them to an early tech or no tech prereq.

Or isn't that the same thing as what idle building is.
 
I hope for 3 options with siege craft: The player decides which attack.

1 - Wall barrage - only damages wall like now
2 - Siege barrage - split damage between walls and units inside. Minimal damage to both.
3 - Bombard - go for units only. (Maybe only usuable if city bonus is less than a certain %?). Not sure if this should do collateral, but if it does it should be minor and non-fatal.

Not sure if that makes sense or not.

This is what I was thinking of. But bombard should definitely do collateral, I agree minimal. And all unit damage should be non-fatal. I would raise the cost of siege engines to reflect that they were expensive to build and required proficient engineers and time to build them. You could add a ballista as a cheaper and smaller alternative though?

If you have the old Castles handbook for AD&D it lists "costs" for this stuff and Engineers were expensive.

Perhaps a fortified walls building later in the tech tree to lower the damage to the walls and to the units inside?
 
that's defined in GameInfo/Civ4ProcessInfo.xml

Exactly :goodjob:

Code:
<ProcessInfo>
			<Type>PROCESS_ESPIONAGE</Type>
			<Description>TXT_KEY_PROCESS_ESPIONAGE</Description>
			<Strategy>TXT_KEY_PROCESS_ESPIONAGE_STRATEGY</Strategy>
			<TechPrereq>TECH_ALPHABET</TechPrereq>
			<ProductionToCommerceModifiers>
				<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
				<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
				<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
				<iProductionToCommerceModifier>100</iProductionToCommerceModifier>
			</ProductionToCommerceModifiers>
			<Button>Art/Interface/Buttons/Process/ProcessEspionage.dds</Button>
		</ProcessInfo>

This excerpt adds a process that allow turning hammers into espionage. If you put all values = 0, then hammers are turned into nothing.
 
that's defined in GameInfo/Civ4ProcessInfo.xml
Somehow I had missed adding that file to the mod. Now I can configure the other values properly too. Thanks.

Edit: I have successfully added the idle process to the mod. Now to find a suitable button for it...
If people want, I can add the idle process to the upcoming patch, but it will probobly make savegames incompatible. Otherwise, I'll include it in Beta 2.
 
Never worry about save games for the sake of a patch, just mention in the notes if it breaks saves and if you want to finish your game first, fine. I usually restart a game if I download an update. Put everything you fix or add into an update if you can, might as well get some play testing in before you make a complete new build. That would be my vote since you asked if people want :) Otherwise I would have just kept my mouth shut and played what is available.
 
Definitely don't worry about save games at this stage. Follow what Webrider said and add in a disclaimer.
 
Originally Posted by Darque
I would have to do the barrage within the Dragonia II spell system. (Its not the same as the FFH2 spell system)
Oh? cool, how exactly is it different? (im curious because im working on magic for WH :p)

No disclaimer will be necessary. Just finished testing, and adding the Idle process does not break a saved game.

yay! i can find a button for Idling if you like.
 
heres an attempt at an Idle button:
idle.jpg


LINK

EDIT: forgot to add the button boarder in. its in the DL
 
Oh? cool, how exactly is it different? (im curious because im working on magic for WH :p)



yay! i can find a button for Idling if you like.

The spell system in Dragonia II requires XML, Python and SDK changes. In the SDK, I have opened up the CIV4CommandInfos.xml so that the new entries can be added to the CommandTypes enumeration. With XML, I add each of the spells to the CIV4CommandInfos.xml The CIV4CommandInfos.xml allows the name, description, and button graphics to be entered and used later. With Python, I enable each of the spells, as well as script the action performed by each spell.

In the future I will enhance this spell system so that the requirements can be entered into the XML rather than require them to be scripted. I'll also add some fields to that xml so that common spell types, such as summoning a unit/unitstack, healing/damaging a unit/unitstack, or adding a promotion to a unit/unitstack can be done with XML only.

Feel free to suggest a good Idle button ;)
 
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