Cities acting like units!

:eek:

You have made the unit unbuildable (icost -1) and gave it some GP values. But that should NOT be a problem.
I think there's something wrong in python or sdk.

*I have no experience with python or sdk:confused: *
 
Chamaedrys said:
:eek:

You have made the unit unbuildable (icost -1) and gave it some GP values. But that should NOT be a problem.

Oh :blush: i didn't realize that...

I think there's something wrong in python or sdk.

*I have no experience with python or sdk *
Oct 11, 2006 09:31 PM

I haven't added in any of the python stuff yet... but i've started to work on it. I just wsnted to see if i could add in a unit. Hopefully what you pointed out above will work

ty,

~Civkid~
 
Sorry I haven't posted for a while with my research, but my internet's been playing up; (and it's damn hard to find stuff about mortal engines and the other books:blush:)
 
I've finally finished (sort of i need to put in info from book into it) :blush:. Also take note that the info on the cities is from real life as info in the book is vague (which is reflected on some of my city notes unfortunately). Another apology for the lack of punctuation, and complete disregard of grammar in my notes :blush:.

Cities (normal):
Spoiler :
* Benghazi port libya administrative and commercial centre, Manufactures include processed food, beverages, textiles, and cement, major culture centre,
* Chidanagaram: I really haven’t a clue with this one
* Cittamotore (cittamore,chittamore)? I have no idea if this cities exist but I recall playing a scenario as India, with chittamore being my economic powerhouse.
* Edinburgh: cultural centre, relatively small city, Edinburgh is Scotland's administrative, financial, legal, medical, and insurance center, and the city has become an important nuclear and electronics research center. The port imports grain, fertilizer, petroleum, minerals, wood pulp, cement, fruit, and vegetables. Edinburgh is a large brewing center, has a thriving publishing industry, and produces great quantities of high-grade paper. There are metalworks and rubber and engineering works. Other industries are distilling; the manufacture of glassware, drugs, and chemicals; and shipbuilding. The Waverly railway station is the second largest in Great Britain. Tourism is of major importance.
* Glasgow: a major port, an industrial center bigger than Edinburgh but smaller than most large cities, Once known for its large shipyards, metalworks, and engineering works, Glasgow's manufactured products now include electronic equipment, computers, chemicals, carpets, textiles, tobacco, and machine tools. Printing, engineering, and tourism are also important,
* Gorky: presuming Gorky is named after the town Gorki in Russia, industrial, small, possibly referring to Nizhny Novgorod
* Gutak: afghan, little info available
* Jagdstadt Magdeburg: half size of Edinburgh, port, railroad junction, trading settlement
* Juggernautpur: (jaipur) Indian, walled, named the pink city due to the colour of it’s buildings. Jaipur has lots of historical buildings. Jaipur was planned by Vidhyadhar Bhattacharya, a Bengali architect, in a grid system with wide straight avenues, roads, streets and lanes and uniform rows of shops on either side of the main bazaars, all arranged in nine rectangular city sectors (chokris). The city itself is an attractive creation worthy of universal admiration. The main industry is tourism.
* Kom Ombo: Ombos in Egypt? Ancient temple complex, agricultural,
* London: trade centre, It is the political, industrial, cultural, and financial centre of the country., large city of 7 million (14 times larger than Edinburgh) apparently…, lots of museums and cultural presence, first underground railway, commercial centre, It exports manufactured goods and imports petroleum, tea, wool, raw sugar, timber, butter, metals, and meat. Consumer goods, clothing, precision instruments, jewelry, and stationery are produced, but manufacturing has lost a number of jobs in the once-dominant textile, furniture, printing, and chemical-processing industries as firms have moved outside the area. Engineering and scientific research are also important to the economy, as is tourism,
* Manchester: Greater Manchester is densely populated and highly industrialized, in the book it’s rich and much larger than many other cities, highly industrial
* Montpelier: near the Mediterranean coast. It is a great commercial center. Its industries, many of them recently developed, include food processing, salt working, textile milling, printing, and the manufacture of metal items and chemicals. Tourism, improved by the development of the nearby coast, is a major industry. Montpellier's population increased dramatically during the 1960s, due in part to an influx of refugees from Algeria, The city is also the seat of agricultural and military schools and of an international wine festival.
* Motoropolis: looks like you’re free to run riot with this one
* Murnau: A town of 12,000, train hub.
* Nizhny Novgorod: formally named Gorky, administrative center of the Volga district, it is one of the chief industrial cities of Russia. Heavy machinery, steel, chemicals, and textiles are produced. The city is the site of one of the largest automobile factories in Russia.
* Panzerstadt-Bayreuth: (Bayreuth) Manufactures include machinery, textiles, chemicals, pianos, porcelain, and glassware, cultural and industrial centre,
* Pandzerstadt-Linz: (linz) major port on the Danube River. It is a commercial and industrial center and a rail junction. Manufactures include iron and steel, machinery, electrical equipment, glass, furniture, beverages, shoes, rubber, tobacco products, and textiles.
* Paris: commercial, cultural, and industrial center. It is now the financial, commercial, transportation, artistic, and intellectual centre of France.
* Prague: a leading cultural and commercial center, Prague is the country's major economic and cultural centre, famous for its music, literature, and architecture
* Traktiongrad: looks like you’re free to run riot with this one too
* Xanne-Sandansky: well sandansky is a Bulgarian town which is a farming town
* Zimbra: sounds African couldn’t find any info that it even exists


Cities (raft):
Spoiler :
* Brighton: tourism is the major source of income, light fishing,
* Grimsby (sunken): It is a major fishing port and has varied industries. Population: 87,500. has an extensive commercial trade in fish, coal, grain, and timber as well as an important frozen food industry. Other production includes rayon, titanium oxide, and chemicals. A college of technology is located there.
* Marseilles: Today it is an industrial center and a major seaport.
* Puerto Angeles: I presume this is meant to be angeles on Puerto rico, not a lot of info on this I think it’s a pretty generic carribean/Mexican city (correct me if I’m wrong)


Cities (ice):
Spoiler :
* Anchorage: Seaport, largest city (pop., 2000: 260,283), and chief commercial centre of Alaska, one of the nation's key defense centers, Anchorage is also the headquarters for the major oil and gas companies in Alaska.
* Arkangel: leading Russian port, is a major timber-exporting port and has extensive shipbuilding facilities, a fishing centre
* Breidhavik: Iceland population of 42 small fishing community
* Kivitoo: small Canadian town
* Wolverinehampton: It is a highly industrialized city, products include automobiles, hardware, rayon, tires, and chemicals
* Reykjavík: It’s a major fishing port and having half the industrial strength of the country (iceland)



Techs:
Spoiler :
Heavier than air flight
Stalkers
Sabotage
Ancient tech
Various engine/armour/city upgrades (you could use the upgraded building mod component by thelopez (?) to achieve this)


Units:
Spoiler :
saboteur
Green storm fanatic
Green storm stalker
Green storm stalker bird
Anti-tractionist soldier
Anti-tractionist rocket artillery
Tractionist soldier
plane


Anti-tractionists:
Spoiler :
I personally think it would be fun playing as them but might be hard to implement as a civ; however in the end it's your choice.


Religion:
Spoiler :
Cleo, Quirke(and other city gods), Christianity was mentioned but is a minor religion, I’ll have to reread to find others


City specialists:
Spoiler :

Engineer (hammer + beaker),
Merchant(gold),
Navigator(?),
Scientist (beakers),
Historian (happy faces + gold),
these would have to be play tested as to how much of each they give out


Culture vs. fuel:
Spoiler :
I agree with your ideas on this completely. I also think that when a city attacks and kills another you can choose to capture it (not too sure about that one) or harvest it and gain 75% of it’s population and resources/luxuries/food/hammers/gold.


Suburbs:
Spoiler :
Suburbs can be built (but are extremely expensive) and some are pre built at the start.


Random ideas:
Spoiler :
Promotions/buildings? (nets, snout guns, tracks/wheels/runners/raft, algae farms, extra tiers, armor plating, labour camps, air harbour, runway(?), old tech market, bigger more powerful engines, more efficient equipment, better navigating equipment, bridge (for navigators))
City upgrades (rocket nets, snout guns, tracks/wheels/runners/raft (allwith different attributes: not able to travel through hills/sea/tundra etc.) extra tiers, armor plating)
City eating (how would this happen?)
Food hammers gold production this would make you able to produce your own food, hammers and gold regardless of the terrain you’re on (algae farms for food, labour camps for production, air harbour (?) for gold) (I’m not too sure about this idea it would need to be playtested)
Pirate cities (like Tunbridge wheels(barbarian?))
python events(?): Marseilles


And the file (if you want it) is here.
 
Wow.. this is amazing. This is really helpful. What i need now is probably a lot of help with the programing... i thought that i would be able to do a lot this year but i've been really bussy and can't do as much as i thought that i could. If anyone thinks they can do some xml or something then post and ill try to organize it.


Another apology for the lack of punctuation, and complete disregard of grammar in my notes .

no probelm :) i do it sometimes myself.
 
Well seeing as I have a bit of free time now I guess I could help. However I will begin toying around with the main game, using tutorials, and see how I do first :).
 
The thing thats on the top of my list is getting some stuff in python programed:

- A movement fucntion is needed. The only way i can see this happening is using the "spells" like in FFH.

- A function that would cause the city unit token to move when you "cast" the movement "spell"

- A way to store the amount of fuel a city has -> probably using SDtoolkit (i think thats what its called... feel free to correct me if im wrong on the name)

- A "spell" for eating other cities

I like a lot of your ideas... but for the one about the pirate traction cities... im planing on having that souly for grimsby. Uncle and the lost boys will me sort of the pirate/paracite civ.
 
I could try these, well to work them out, tomorrow. No promises though:D.

EDIT: Could you tell me what you have completed first before we duplicate anything? As I will probably be working on simple stuff first
 
matteo773 said:
I could try these, well to work them out, tomorrow. No promises though:D.

EDIT: Could you tell me what you have completed first before we duplicate anything? As I will probably be working on simple stuff first

Well curently i have a few xml files that i tried to edit to make the civs... ill post those later and thats about it. Most of my free time has been devoted to learning japanese and chinese and some free time to playing FFH and that takes up a lot so i haven't been doing that much.
 
Well I think I'll start of by looking at mod components and other mods for things that can be used. Then I'll go make changes to a few xml files:D.

EDIT: I've just looked through the mod components forum and come up with these:
Spoiler :

• Sniper mod -TheLopez**
• Enhanced foreign advisor -TheLopez
• Enhanced military advisor –TheLopez
• Enhanced Civilopedia Index and user page –SimCutie
• Mastery victory –Sevo
• Plagues –Stardog13 (might want to wait for later version)
• Inquisition mod –TheLopez*
• JZoC mod –Jeckel (need to wait until it works with units)
• Building Resource Converter mod –TheLopez (this could be used to convert old tech into weapons etc., coal/wood/oil into fuel, deckplates and other bits of city into raw materials.) *
• Route Pillage mod –TheLopez (The anti-tractionists are going to hate this one…)*
• Multi-Building unit requirement –TheLopez
• JRandom names mod –Jeckel
• Mercenaries mod –TheLopez**
• Great doctor –TheLopez
• Upgradeable buildings –TheLopez
• Dale’s combat mods –Dale**
• Always war mod –RogerBacon
• Unit Statistics –Teg navanis**
• Promotions and perks –Zuul**
• Assassin mod –RogerBacon**

* I’m not too sure whether you’ll want use these or how difficult/big the workload these components will require.

** I’m not too sure how units are going to be used in this game so you may want to check these to see what you want to do with them.

 
get warlords and use the moving barbarian camp as a city but change the texture so it looks different .
 
tom1734 said:
get warlords and use the moving barbarian camp as a city but change the texture so it looks different .

Yea and im not really planing on getting warlords anytime soon (or ever). IMO FFH is way much better then warlords and id rather play that (because is free and just gets better and better).

Edit: BTW, anyone else up to being part of the programming team besides matteo773?
@ Matteo773: im going to look at the proposed mod-components you posted and see what i like. I'll post what i think when im able to do a bit more planing and organizing
 
Ok so this is what i think about the list provided:

• Sniper mod -TheLopez : does this mod add in sniper units or does it add in sniper promotions? If promotions then it could be used to customize cities. Instead of having all of the cities the same we will have a bit of differences.
• Enhanced foreign advisor -TheLopez : a good thing to have
• Enhanced military advisor –TheLopez : ditto
• Enhanced Civilopedia Index and user page –SimCutie : ditto that ditto
• Mastery victory –Sevo : i haven't really been looking at the victories at the moment and im going to focus more on getting the cities to move, finding out how to add fuel and working on combate
• Plagues –Stardog13 (might want to wait for later version) : i don't really like this one
• Inquisition mod –TheLopez : i haven't really looked into religion. I think ill leave that alone untill i get the things im focusing on right now done.
• JZoC mod –Jeckel (need to wait until it works with units) : I dont really see why this would be used in this mod.
• Building Resource Converter mod –TheLopez (this could be used to convert old tech into weapons etc., coal/wood/oil into fuel, deckplates and other bits of city into raw materials.) : Yea this is one of my favorite theLopez mod components. I can easilly put this to good use. It maybe a good way to make fuel too.
• Route Pillage mod –TheLopez (The anti-tractionists are going to hate this one…) : yea i'm going not going to focuse on this at the moment and im not really sure this would work out. Im going to think about this for a bit.
• Multi-Building unit requirement –TheLopez : I can't really say anthing for this right now. I don't have any buildings yet.
• JRandom names mod –Jeckel : maybe... i can probably but it to use.
• Mercenaries mod –TheLopez :
• Great doctor –TheLopez : i haven't decided this would work out or not. Would the medical practices of the old times still exist or will such studies be lost?
• Upgradeable buildings –TheLopez : sounds cool and could be put to use
• Dale’s combat mods –Dale : didn't really see anything i could use
• Always war mod –RogerBacon : I think there may be an alternitive to using this one. Besides in this mod nobody isn't at war technically. It's municiple darwinism, survival of the best city. Technically there is no war. I guess you can count Antitranction vs Tranctionist as war but that will be taken care of in later versions.
• Unit Statistics –Teg navanis : still considering
• Promotions and perks –Zuul : I like this one and it could be really helpful
• Assassin mod –RogerBacon : i'll have to wait till i start working more with the units to make a disicion here.
 
does this mod add in sniper units or does it add in sniper promotions?

It adds both and a building but I think it shouldn't be too hard to remove the units and the building.

i haven't decided this would work out or not. Would the medical practices of the old times still exist or will such studies be lost?

Well I guess that with the ability to make stalkers they would know quite a bit about the human body. I don't recall the books ever mentioning anything about doctors of any kind. Although General Naga did have his legs replaced. I would say that they are probably quite advanced. If it were up to me I'd say pre-penicillin but I would imagine there would be some form of anestethic; no matter how crude.

I think I agree with you there now that I look at them again. I'm not too sure what I'm going to do next... I may look for possible unit graphics.

P.S. I just remembered the third book (?) mentioning that the green storm had airships with armoured envelopes and gondolas; so there might be a couple more units to look for...
 
Hello, I found out about this project and I was intreuged. I do not actually have Civ IV but my knowlage of these books is great so if you have any questions on these books, or anything, please do not hesitate to ask. I'll keep looking on this thread, and I'll answer any questions and post ideas.

Could you post links for all mortal engines related topics?

And is this mod for Civ II or Civ IV?

A few Ideas

Instead of countries, you have a city.

From this city you can build:

Airships
Troopers (armed men)
Unique Unit- If you want a list, please just ask
Suburbs- Increases Economy, and acts as a second city
Predator Suburbs- Giant fighting fortresses, like tanks oly very strong, and acts as a second city- can only train military units

City Upgrades-
Fortress
Anti-Rocket Netting
Anti Air Batteries
Snout Gun Batteries
Rotating Jaws (or something similar)- make a city gain more from a catch
Engine Upgrades- Increases speed
Factories- Makes money
Algae Vats- Produces food
Air Harbour- Makes money, required to build airships
Plate Armour


Resouces- Iron, lifting gas ect

A city moves to a resource and an option of 'prospect or mine' is put up the city then spends a number of turns on that tile, gathering the resource. Once this recource is aqquired, then the city can build things that require that resource.


Possible nations-

All the cities (remember there are south american cities)
Anti Traction Leauge
Green Storm
Mountain of the Moon people (can't remember their names)

Super Weapons:
ODIN
MEDUSA
possibly some others, some more are mentioned. Take a look in A Darkling Plain

The Anti Traction leauge could be just like a normal nation, with cities and such. Capital is Tenjing

Most of its units are Airships, as the Anti Traction League don't have stalkers, also could have stealthy spy people and infantry

Green Storm- The supirior nation to the anti traction leugue, has airships, stalkers, rocket infantry (the people who crawl under traction cities) and anti city artillery. Can entrench their units.

Builds windmills and stalker plants.

Those are a few of my ideas
 
hello Direktor Tharma. To answer your questions... this mod is going to be for civ4 and this is pretty much the only thread for mortal engines. There was another but it didn't really get as far as this one. Most of the things you've mentioned above are already set to be in the mod. The only things we need at the moment is a group of skilled programers to help me out with the python. I've been really bussy with school and another mod that im part of so time is limited. But this mod is still growing and will eventually released.

Help would be great. It would be great if you could help out with creating stories and civpedia entries for our units, civs, and buildings.

Welcome to civfanatics :goodjob:
 
alright, how should i go about making civopedia entries. And do you want a list of the unique city units
also, paehaps there should be hero people, eg vaentine, anna fang or naga.
 
Atm, what were focousing on is getting some of the programming stuff solved. I havne't really thought much about the units and buildings. If you what to suggest some the i could review them and see which ones are good or would be better for later or something. As for heros i think we should wait till later to do more with heros. Do you know how to edit xml files? If so you could speed things up by writing any pedia enties into the xml files for the mod and then posting them. If not then just post your storys or descriptions and then we can add them in. For the enties they're basicly stories or descriptions units, civs (cities), leaders, etc. I would also suggest getting civ4 especially if you what to beta test :D

thanks for the help :)
 
its okay.
unfortunatly i dont know anything about any kind of computer coding, but i would be more than happy to help in any way possible. I can post some civilopedia entries for you to add.
Should i start by doing the cities?
 
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