Great Person Alterations

Redden

Chieftain
Joined
Nov 3, 2009
Messages
14
Apologies if this has already been covered but there are some things I'd like to add to the Mod that I'm working on.

Great Generals attach/lead units and I would like to be able to separate them out (also removing any Promotion the General brought with it). Also I see no function for removing Buildings from a city. The concept I'm working with is having a 'leader/hero' or whatever term you'd like to call it be able to construct a building, however also be able to remove it when you wish to use the unit for something else.

I've seen in FFH a summonable wall that will vanish if the caster leaves the city. Also there is the way to go about it of removing the building and having the leader reappear.

In essence I want my leaders to be able to lead units and govern cities (via their special building) and be able to go back and forth between the two as needed.

I've only dealt in changing xml values and adding units, civics, etc... but no 'code' modification so I don't know how in depth these alterations would be (though I have read some general guides on bringing variables and fields from one thing to another, I just wouldn't know how to go about starting these changes.) Any help is appreciated, thank you.
 
This sort of thing requires programming - the XML only adds settings and defines values to the game source code. You will however still need to setup everything in the XML, but this alone won't achieve what you wanna do.

And you probably won't get away with only Python either, but this should probably be done in C++ (by altering the game source code itself).
 
Ok, I'm a complete noob to the programming thing but so far as I can see it, these are my comments to your propositions:
Great Generals attach/lead units and I would like to be able to separate them out (also removing any Promotion the General brought with it).
Great idea! This goes really deep... into having a whole segment of 'hero' units that can lead various army units willy nilly, to be removed at will to lead other units when needed... a nice concept but no idea how it could be done yet.

Also I see no function for removing Buildings from a city.
Not sure which mod its built into the whole from but there's a function in AND and its derivative C2C (not sure if its in RoM or RevDCM but likely is) that allows you to sell off your buildings with ctrl-a when in the city screen.

The concept I'm working with is having a 'leader/hero' or whatever term you'd like to call it be able to construct a building, however also be able to remove it when you wish to use the unit for something else.
Just a bit of programing then to add to the above noted - if a particular building is destroyed, spawn the unit that built it. (As a potentially unexpected side-effect, this would make it so that if you captured a city with such a building in it, you would be able to extract that unit from the building - a good reason to keep the city until you sold everything off and destroyed it. (The final option with ctrl-a is to destroy the city in your possession, a very handy little tool in game.)

I've seen in FFH a summonable wall that will vanish if the caster leaves the city. Also there is the way to go about it of removing the building and having the leader reappear.
FFH2 is an absolutely brilliant mod with some serious minds behind it... a great template for learning a whole lot of neat tricks and nicely noted in the source files. But as a word of warning, it takes a good deal of understanding C++ to really understand what their doing enough to reconstruct anything similar. I've already found, however, a quick programming sub-module within their codes that worked perfectly for my needs with no need for editing, just a quick surgical merge was all that was necessary.

In essence I want my leaders to be able to lead units and govern cities (via their special building) and be able to go back and forth between the two as needed.
An incredibly cool idea that would be incredibly complicated AI programming!

I've only dealt in changing xml values and adding units, civics, etc... but no 'code' modification so I don't know how in depth these alterations would be (though I have read some general guides on bringing variables and fields from one thing to another, I just wouldn't know how to go about starting these changes.) Any help is appreciated, thank you.
Right there with ya buddy... just be VERY patient and take it in very little steps. Don't expect it to come together in a night, a day, a week, or even a month with as much as this would take to develop. I've begun my quest by learning how to compile the SDK (successfully so far I might add ;) ) and am diligently plugging away at learning how to understand the codes I'm reading. This link has been absolutely invaluable even if it has completely befuddled me at particular junctures where the formulas involved in advanced programming techniques twisted my noodle in a knot! Still struggling to 'get' much of it.

As a side note, if you can work out a mod like this I'd love to include it in MY games!
 
Great Generals attach/lead units and I would like to be able to separate them out (also removing any Promotion the General brought with it).

Funny you should mention this, since I am planning on implementing this into my mod. I haven't got a chance to look into it yet, so I have no idea how it can be done programming-wise, but once I get it working I can give you the source code (it might be a couple months, though).
 
Yeah, this is so cool. Not only are the ideas in themselves rockin' but it does indeed look like you guys will be able to get this done by collaborating.
 
What I found in MP on a LAN was that it created an immediate out of sync error but it could be used if you were willing to do it, save the game afterwards, and reload it.
 
I just recently learned in another thread that the OOS issue can be avoided by using a "net message", so it would be possible to rewrite that mod-comp to make it multiplayer valid.
 
Good ideas and nice links! Hopefully together we can hammer this out : )
 
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