Gods & Kings Combat Mod

Monthar

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Mar 28, 2004
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Elmendorf, Tx
I've created a small mod to get an idea of how combat might change in the Gods & Kings expansion, based on unit hitpoints increasing to 100.

  • Unit hit Points increased to 100 (10x).
  • City Hit Points increased to 250 (10x).
  • Health regen for units and cities increased by 10x.
  • Minimum damage increased by 4x for all units and cities.
  • Spread damage increased by 4x for all units and cities.

This results in melee units of the same strength doing about 20% of their max health to each other. Thus it will take approximately 5 hits for a kill instead of the 2 hits we're used to.

I was not able to add defensive embarkation to all units, so there's no change here.
I also did not add naval melee units, nor any of the new units we know of.

To install the mod, just extract the zip file, in Win 7, to the "C:\Users\Yourname\Documents\My Games\Sid Meier's Civilization 5\MODS" folder.

v.2 is now uploaded with the following changes.
  • removed some lines that were causing units to take far too much damage when attacking cities.
  • Added a line so damage to embarked units is increased from the default of 4 to 40.

I still haven't been able to give the embarked defense promotion to all units in place of the normal embarked promotion.

Know Issues
  • Capturing a city does not boost its hitpoints back up to 50% like it should.
  • Cities only heal 5 hitpoints per turn. so they can take at least 50 turns to fully heal when captured.
 

Attachments

No matter how much I changed the heal rate for cities, I couldn't get them to heal more than 5 HP per turn. Plus when first captured they wouldn't jump back up to 50% health as expected. However, since this mod is really just a temporary mod for getting an idea of what combat might be like when the patch comes out, I'm not overly concerned with these minor problems.
 
I've updated the OP and added an updated version of the mod.
 
If you want to give defensive embarkation to all units, you'll have to do it manually for each civilization. There's a line in the Traits.xml that'll help you for this.

Keep in mind this will unbalance Songhai, so you'll have to buff their UA in a different way to compensate.
 
I've looking in the civ5trais.xml file and it doesn't indicate which civs are getting those traits, just what those traits do. In fact, after having gone through all the xml and lua files before even starting those mod, I couldn't fine anywhere that actually set which civ gets which trait. I wouldn't be a bit surprised to find out that's in the dll file that hasn't been released yet.

Perhaps if I added <EmbarkedNotCivilian>true</EmbarkedNotCivilian> to all the traits, it might work, but I'd have to also add the traits lines from all the DLCs to the file too for those civs to also get this.

The alternative is to use the lines in the free promotions section where it gives the sentry promotion to all of America's combat units as the basis for adding the defensive embarkation promotion to all combat units. Then adding it to each of the civilian unit types.
 
you could use SQL to give the traits to all civ in one line

Code:
UPDATE Traits SET EmbarkedNotCivilian = "true"

or in XML just update the define EMBARKED_UNIT_COMBAT_STRENGTH to something above 0, maybe 500 like the EMBARKED_NOT_CIVILIAN_COMBAT_STRENGTH.
 
you could use SQL to give the traits to all civ in one line

Code:
UPDATE Traits SET EmbarkedNotCivilian = "true"

I suppose I could try this even though adding that setting to every trait via XML didn't work. So I doubt it'll work doing it this way.
or in XML just update the define EMBARKED_UNIT_COMBAT_STRENGTH to something above 0, maybe 500 like the EMBARKED_NOT_CIVILIAN_COMBAT_STRENGTH.
I tried this, but it didn't work.

I've tried everything from my previous post and the suggestions from others in both this thread and the thread in the G&K forum. None of them worked.

I gave every unit a free defensive embarkation promotion, but they still only got the regular embarkation promotion. I even added lines to delete the regular embarkation promotion and it still gave it too them.

Before anyone asks:
Yes, I re-enabled the mod after every change.
Yes, I tried both loading a saved game that uses the mod and starting a new game with the mod after every change.

I'm beginning to think this isn't going to be possible without being able to edit the dll.
 
It's working in my ww2 mod, I don't think that I'm using another tag... I'll check.
 
I tried that SQL line you gave and nope, they all still get the regular embarkation.
 
ho, yes, it doesn't change the promotion itself, but enemy ships shouldn't be able to sunk them by entering the tile.

see it as giving a combat value to a worker or a settler : it can't be captured anymore.
 
Yes, Embarked Not Civilian will let your combat units take hits, just like Songhai's unique ability will. That will work, I promise you.

If it doesn't work, then there's another issue, whether it's a syntax error or your mod isn't reading the file correctly.
 
I also check the Civ5DebugDatabas.db file and the only civ that actually gets the embarked not civilian turned on is Songhai. Everything else from the mod shows up just fine.

Plus I still haven't figured out why cities aren't jumping to 125 hp (50%) when captured and only healing 5 HP per turn instead of 20. That database file indicates that those lines are showing 50% when captured and 20 HP per turn.
 
What I have done is raise it on a scale for 20HP. Max units HP at 20, Max city HP at 35 etc etc etc. I'll try it this way unit GnK comes out. This will give some varied damage, a slight feel for whats to come in GnK.
 
Or you could add that line to the Embarction promotion, so that the standard promotion has defensive attributes.
Good idea I'll try it.

Embarked promotion with ranged defense mod added.

Spoiler :
Code:
<Row>
			<Type>PROMOTION_EMBARKATION</Type>
			<Description>TXT_KEY_PROMOTION_EMBARKATION</Description>
			<Help>TXT_KEY_PROMOTION_EMBARKATION_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
                        <RangedDefenseMod>25</RangedDefenseMod>
			<CannotBeChosen>true</CannotBeChosen>
			<TechPrereq>TECH_OPTICS</TechPrereq>
			<AllowsEmbarkation>true</AllowsEmbarkation>
			<PortraitIndex>22</PortraitIndex>
			<IconAtlas>PROMOTION_ATLAS</IconAtlas>
			<PediaType>PEDIA_SHARED</PediaType>
			<PediaEntry>TXT_KEY_PROMOTION_EMBARKATION</PediaEntry></PediaEntry>
		</Row>

Ok time to try changes out. 20 unit HP and defensive embarkation, on Gedemon's huge earth map.
 
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