Crusades Scenario/Minimod (work-in-progress)

It's ok. I can edit xml easily, though I can't make new tabs. WHAT I REALLY NEED IS FOR SOMEBODY TO HELP ME WITH PYTHON FOR THIS THING!!!
 
for python there are a bunch of great tutorials in the tutorials sub-forum.
What do yoj mean in xml 'unable to make new tabs'?
 
i've heard that some people are good enough to add new properties to xml. I have also looked at some general python tutorials, but when I looked at the stuff from civ i couldn't make any sense of it. I have yet to find a civ-only python tutorial.
 
Adding a new tag requires you to edit the schema and the sdk to refrence it. If you really want to learn how to do that, Kael made a tutorial on it.
 
What python-things do you exactly need?
If it's not to big/time-consuming, i can maybe do something.

I think it is simple. so far I would only need unit placement and city swapping (both are found in scenarios that came with the game), but I would have no idea where to find them, what they are, how to change them to suit my needs, and what to do if it doesn't work.

I would love to have you or anybody else help me with it.

Adding a new tag requires you to edit the schema and the sdk to refrence it. If you really want to learn how to do that, Kael made a tutorial on it.

I don't think I would need that, and besides, it is out of the question because there's no mac sdk.
 
I think it is simple. so far I would only need unit placement and city swapping (both are found in scenarios that came with the game), but I would have no idea where to find them, what they are, how to change them to suit my needs, and what to do if it doesn't work.

At the beginning of the scenario?
That can be done with the worldbuilder, no need of python.

Or do you want an event in the game?
 
at the start, as well as during the game, at the time of each crusade (and mabie more).

i will come out with a revised list of civs, resources, etc. soon. don't worry, next spot is NOT reserved.
 
For unit placement, I can try and find an old thread I had where it says the python for spawning units. For python, all that you appear to want can be pillaged from AmRev and GreekWorld
 
yeah, but like I said above, I have on idea about where to find it, where it goes, what the actual script is, how to change it to suit my needs, etc.. That is what I need help with.

Also, I am upgrading this to a full MOD due to new units, resources, etc.
 
Nice. Word of caution though, make sure that it works on windows. The majority of people here use windows and there can be some compatability errors. As to python, there are python tutorials in the tutorials forum. I am basicly clueless on python (if I know the purpose of it, I can muddle my way though it, but I dont understand the formating stuff). Here is the thread where the python functions are, post 36. It also links to some python information and such.
http://forums.civfanatics.com/showthread.php?t=252971&page=2
About city change functions, alot of this can be removed if Crusaders/Crusader States are merged because it is
a)more interesting to play as the Crusader States
b)The crusader states were the crusaders, it is just a naming formality to try and differentiate the two. One of my friends made a Crusade scenario a while back and had the crusaders/crusader states separate, and it didnt work out that well. If you were playing as the crusaders the crusader states didnt assist you, and if you were playing as the crusader states, the crusaders were nearly worthless because the AI isnt that great. You would get the 'lost AI phenomenon'. (eg: AI playing as the Mongols in the Earth 1000 AD scenario shipped with Civ4. The AI took 1 city then shuts down.)

If you need any help with unit ideas and such, I can help.
 
Have you seen tsentom1's King Richards Crusade Wonder?
This might be something, you want to incorporate.

If you have an working version, it will also not be very difficult, to add some spawning crusaders somewhere.
I could add it, if i get a version of your mod and the instructions.
 
@Ajidica -I have been thinking about it and perhaps it is not the best idea. and you are right, crusaders are still crusaders. As for the windows compatibility, the only problems I know are going from windows to mac. mac's do add some weird stuff though. For example, if you saved a file called hi.txt on a mac, opened it again, closed it and emailed it to a windows machine, you would get a folder called 'hi.txt and in it would be the file and a .preview file. Sorry if that was confusing.

@The_J - Hmm... that wonder looks pretty good, but I might change the crusader unit to a melee unit. Unfortunatly, I do not have a working version. recently i have been researching and brainstorming. Thanks for the offer! I hope you can help me later!
 
Out of curiosity, are you planning this to be a full blown mod with custom civics and tech, or a scenario mod where the modding is only done to assist the scenario?
 
Many techs will be deleted, and a few new ones added. A few civics will be deleted and changed. Yes, I would say this is a full MOD!

Working on civs, etc update as I type!
 
I looked at the unit list, if you would like help in making a custom unit upgrade tree (eg: not hijacking onto the existing one) I can help there. Regardless, I would highly reccomend renaming Camel Archer to either Ghulams or Mameluks. Camels were rarely used for actual fighting (main exception being early Moors) and more often used for transport.
 
Yeah, I considered calling them mameluks, but I didn't know how accurate that would be. Guess that solves it! It has been changed.
 
Hey everybody! I was thinking of putting in one more UU for each civ, and i need some help with ideas.

Byzantine - Dromon? (is the era correct?)
Crusaders - Mounted Crusader
Seljuks - Sipahis
Ayyubids - no ideas here...
Buyids - ?
Fatmids - help?
 
The Dromon would work, but at the time the Byzantine navy was nothing special, they had Greek Fire, but they faced off against very few navies at this time. A good UU would be either Latin Mercenary (they employed alot of mercenary knights) or Varangian Guard (mercenary vikings)

Ayyubids/Fatmids were both in Egypt, so having them both would need some python, but Mameluks for Fatimids and Guard Mameluks for Ayyubids would work. The Buyids would most likely have Ghulams, elite heavy cavalry.
 
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