[BTS] Mongol Camp

Use the requirement of the presence of a camp unit, or any other unit, to trigger an event that gives you free units at that camp unit's location. Let that event repeat itself and you have the same functionality as in this mod. The basic principle can be done through XML with BTS events.

Edit: It still might be a bit obscure, so I will create a generic version with BTS events and post that later.
 
Great!!! This is wonderful. Now if we could just get some people cranking away at a stone age mod again with events. Great Job!!
 
I have actually been planning on creating nomadic civs. I like the mechanic from the Warlords scenario, but I'm going to be attempting to create something more in depth and less dependent on random values. I also want to add the ability to improve your camps. This is one of the reasons I developed the yield/commerces from pillaging and killing units. Right now, those mods only give the yields & commerces to cities, but I'm looking to make it so that they will go to improving a camp or hastening the spawning of a new unit from the camps.
 
IMPORTANT UPDATE

Due to a bug in the unit change calculation I have uploaded a new version. Please check the changelog.txt file in your download to see which version you have. If there is no changelog.txt in your download, then you have an earlier version than 1.2 and you have to re-download this mod.
 
Dom Pedro, funny you should mention that. I have been discussing possibilities for nomadic civs with johny smith (hence his post) and your work came up when we were looking into a hunting gathering functionality.

The randomness of the unit spawn is something I thought about a lot. I had some similar ideas trying to answer the basic question: if you start with a camp and no cities, what is the player to do? And how do you progress on the tech tree? A new approach would be to use non-random (!) BTS events to create a more quest- and event-driven early game.
 
I had been playing around with Nomadic Civs too. My knowledge is limited to XML however and I kind of limited it to a selection of Units and a "Nomadic" Leader trait.

Been playing around with Python recently and wanted to incorporate code similar to this to give the same effect to a Building (Wonder). Something similar to the Statue of Zeus/Knights Templar in Civ3. I was thinking of using the Graphic for the Terracotta Army and have it spawn some kind of UU for the builder.
 
Once again, I would suggest to just use a BTS event to create such an effect. You can use the <BuildingsRequired> tag to trigger the event and use <iNumFreeUnits> to gift free units. With BTS events you could also give the player a choice of options, like:

- get free units for a certain amount of gold
- get free amount of gold
- get free promotions for a all units of the same kind

The only thing you need to figure out, is how you would get such an event to trigger at certain intervals. A little bit of Python code to be used through the event trigger's tag <PythonCanDo> would be sufficient for that.
 
Well, I'm not surprised that my work came up since I designed the Food From Animals and Extra Pillage modcomps expressly for the purpose of creating nomadic civs :)

I'm going to send you the details of what I'm working on right now, and maybe we can work together towards the same goal.
 
I have actually been planning on creating nomadic civs. I like the mechanic from the Warlords scenario, but I'm going to be attempting to create something more in depth and less dependent on random values. I also want to add the ability to improve your camps. This is one of the reasons I developed the yield/commerces from pillaging and killing units. Right now, those mods only give the yields & commerces to cities, but I'm looking to make it so that they will go to improving a camp or hastening the spawning of a new unit from the camps.

Cool!:thumbsup: (And success on the coop!)
 
For those who are interested in using non-random timed event, I have written a tutorial to get you started.

Edgecrusher, I have used your example (wonder that generates units) in the code that is posted as an attachment in that tutorial.
 
Thank you so much. I've been trying to make one myself, but :(
Adding it to my mod now.
 
I had this planned a long time ago, but only got reminded by your (and JEELEN and ijnavy) posts on GEM. So, yes, go ahead and use it in the scenario. I think the current release is stable/bug-free, but let me know if something isn't working right, because I haven't done extensive testing.
 
I had this planned a long time ago, but only got reminded by your (and JEELEN and ijnavy) posts on GEM. So, yes, go ahead and use it in the scenario. I think the current release is stable/bug-free, but let me know if something isn't working right, because I haven't done extensive testing.

Just had a quick game of 1000AD using Mongols in your mod. The Mongol camp works prefect as it should for me :goodjob:

One question. Would there be a chance for the camp to produce another camp? I would think there should be a very small chance that it would as there is no other ways to create a camp in the game.
 
Just had a quick game of 1000AD using Mongols in your mod. The Mongol camp works prefect as it should for me :goodjob:

One question. Would there be a chance for the camp to produce another camp? I would think there should be a very small chance that it would as there is no other ways to create a camp in the game.

The problem with working with random numbers, is that you can have a game with no error at all and the next game with an error on several turns. This is how I found the last bug (the one that pushed version 1.2).

There is a change of producing another camp, but it's very low (~1%). You can make this chance higher by changing the number in MongolCamp.py

Code:
self.iCampChance = 1

What do you think by the way: should I add more of the unit art from the Warlords scenario (like the Mounted Swordsman)?
 
The problem with working with random numbers, is that you can have a game with no error at all and the next game with an error on several turns. This is how I found the last bug (the one that pushed version 1.2).

There is a change of producing another camp, but it's very low (~1%). You can make this chance higher by changing the number in MongolCamp.py

Code:
self.iCampChance = 1
What do you think by the way: should I add more of the unit art from the Warlords scenario (like the Mounted Swordsman)?

1% chance is good i think.
I am not sure whether adding too many advantage to mongol in GEM is good. For scenarios (like 1500AD on GEM) it is ok but for the plain map GEM 4.2, it is going to be too favourable for mongols.

BTW, I have just integrated the mongol camp into GEM. It works! I played mongol on GEM v4.2, only changing the settler to a camp. Working prefectly! Now the problem for me is just how to balance it.
 
for some reason mine dosen't work, my configuration settings say that none of the python, XML, art, etc. are loaded, and when i try the 1000A.D. Mongol, it doesn't start with settlers or workers, is there a problem that i can fix because i really like this unit.:sad:
 
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