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Builder Mod v1.0

12monkeys

Prince
Joined
Nov 24, 2003
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440
Location
Germany, Europe
12monkeys submitted a new resource:

Builder Mod - Builder cheaper, more charges, can build roads

This mod is for all who misses the worker from CivV.

What it does:
- Builder is cheaper (base cost 35 instead of 50)
- Builder has more build charges (10 instead of 2)
- Builder can build roads, which will consume a build charge.

How to adapt BUILDER changes:
You can modify the base costs and the build charges in the file BUILDER.SQL (just open it, it is selfexplaining I guess)

IMPORTANT NOTE:
CivVI allows onyl ONE unit type to be capable of building roads. So you have the choice!
If...

Read more about this resource...
 
10 charges?
wpid-6VPiKJgfoGY.jpg
 
OK, nice job. But why not simply disable Builder expiration? No other unit in the game 'expires'.
 
Cool. Would greatly appreciate - and I'm sure others would too. ;)
Sorry, not posible. I tried it with 0 and -1, but that only results, that you the unit disappears after first action.

So, only solution would be, to set the number of Build Charges to 9999 or any other extremly high value. How this can be done, you can check in first post.
 
I have no interest in this mod myself, but have you tried looking at how the Roman Legion handles charges? They have a single charge but don't expire.
 
Just checked the Roman Legion. Can't find any parameters, which may have such an effect. I guess it will be something in the DLL.
 
Is there a way to set turn counts to do various things like past Civ workers? So no more instant building but, like, 5 turns to build a road, 10 for farm/mine, etc? Or at least only have roads "instant" (1 turn). Combined with unlimited "charges", the builder would be more like the worker in previous Civs.
 
Is there a way to set turn counts to do various things like past Civ workers? So no more instant building but, like, 5 turns to build a road, 10 for farm/mine, etc? Or at least only have roads "instant" (1 turn). Combined with unlimited "charges", the builder would be more like the worker in previous Civs.

It may be possible, but is way more than this little mod itends to be. I don't think it will be possible only by tweaking XML and DB, but will require DLL modding.
 
Is it possible to change the sell value of Builders so as to curtail the cheesy strategy of selling them off after getting them down to one remaining charge?
 
Maybe someone knows how to teach the workers to remove unneeded road?
 
Is it possible to change the sell value of Builders so as to curtail the cheesy strategy of selling them off after getting them down to one remaining charge?

Maybe, need to be checked. I will try to look.

Maybe someone knows how to teach the workers to remove unneeded road?

I doubt that this will be possible by simple DB / XML tweak. But I will have a quick view as well.
 
I check both in data structure (not in any LUA code).

1. Sell Values:
nothing could be found related to a unit. I "guess" that the sell price is somehow related to a global factor (puchase cost * factor). But I couldn't find that factor in the data structurer. Maybe its somewhere hardcoded.

2. Remove Roads:
also nothing to find. Raods are no improvements, and thats why they can't be removed by a standard command.

For both questions, its currently beyond my knowledge to modify it. Maybe when SDK is out.
 
Yeah, couldn't find values for those either.
On top of that, as far as I can tell you can't even decide what Improvements/Builder Actions consume a charge and which don't.

The "most moddable Civ up to date" doesn't seem all that moddable to me.
 
I check both in data structure (not in any LUA code).
also nothing to find. Raods are no improvements, and thats why they can't be removed by a standard command.
For both questions, its currently beyond my knowledge to modify it. Maybe when SDK is out.
Let's hope...
 
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