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Ideas for Unique Units and Buildings.

Discussion in 'Civ4 - World 2009 Mod' started by DVS, Dec 19, 2008.

  1. cheesemijit

    cheesemijit Prince

    Joined:
    May 5, 2009
    Messages:
    362
    Location:
    Eastleigh, Hampshire, England
    Are you guys still using the SVN because all the civs in the XML are the old ones. The Excel spreadsheet looks helpfull though, is that up to date?

    i done the African Court of Justice (Western African States), tested it in a separate mod and it works fine, so i am off to do the rest. i have a week free to do these but then i have exams.

    Spoiler :
    <BuildingInfo> <!-- African Court of Justice (Western African States) -->
    <BuildingClass>BUILDINGCLASS_COURTHOUSE</BuildingClass>
    <Type>BUILDING_AFRICAN_COURTHOUSE</Type>
    <SpecialBuildingType>NONE</SpecialBuildingType>
    <Description>TXT_KEY_BUILDING_AFRICAN_COURTHOUSE</Description>
    <Civilopedia>TXT_KEY_BUILDING_AFRICAN_COURTHOUSE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_AFRICAN_COURTHOUSE_STRATEGY</Strategy>
    <Advisor>ADVISOR_ECONOMY</Advisor>
    <ArtDefineTag>ART_DEF_BUILDING_COURTHOUSE</ArtDefineTag>
    <MovieDefineTag>NONE</MovieDefineTag>
    <HolyCity>NONE</HolyCity>
    <ReligionType>NONE</ReligionType>
    <StateReligion>NONE</StateReligion>
    <bStateReligion>0</bStateReligion>
    <PrereqReligion>NONE</PrereqReligion>
    <PrereqCorporation>NONE</PrereqCorporation>
    <FoundsCorporation>NONE</FoundsCorporation>
    <GlobalReligionCommerce>NONE</GlobalReligionCommerce>
    <GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
    <VictoryPrereq>NONE</VictoryPrereq>
    <FreeStartEra>ERA_MODERN</FreeStartEra>
    <MaxStartEra>NONE</MaxStartEra>
    <ObsoleteTech>NONE</ObsoleteTech>
    <PrereqTech>TECH_CODE_OF_LAWS</PrereqTech>
    <TechTypes/>
    <Bonus>NONE</Bonus>
    <PrereqBonuses/>
    <ProductionTraits>
    <ProductionTrait>
    <ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
    <iProductionTrait>100</iProductionTrait>
    </ProductionTrait>
    </ProductionTraits>
    <HappinessTraits/>
    <NoBonus>NONE</NoBonus>
    <PowerBonus>NONE</PowerBonus>
    <FreeBonus>NONE</FreeBonus>
    <iNumFreeBonuses>0</iNumFreeBonuses>
    <FreeBuilding>NONE</FreeBuilding>
    <FreePromotion>NONE</FreePromotion>
    <CivicOption>NONE</CivicOption>
    <GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
    <iGreatPeopleRateChange>0</iGreatPeopleRateChange>
    <iHurryAngerModifier>0</iHurryAngerModifier>
    <bBorderObstacle>0</bBorderObstacle>
    <bTeamShare>0</bTeamShare>
    <bWater>0</bWater>
    <bRiver>0</bRiver>
    <bPower>0</bPower>
    <bDirtyPower>0</bDirtyPower>
    <bAreaCleanPower>0</bAreaCleanPower>
    <DiploVoteType>NONE</DiploVoteType>
    <bForceTeamVoteEligible>0</bForceTeamVoteEligible>
    <bCapital>0</bCapital>
    <bGovernmentCenter>0</bGovernmentCenter>
    <bGoldenAge>0</bGoldenAge>
    <bAllowsNukes>0</bAllowsNukes>
    <bMapCentering>0</bMapCentering>
    <bNoUnhappiness>0</bNoUnhappiness>
    <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
    <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
    <bNeverCapture>0</bNeverCapture>
    <bNukeImmune>0</bNukeImmune>
    <bPrereqReligion>0</bPrereqReligion>
    <bCenterInCity>0</bCenterInCity>
    <iAIWeight>0</iAIWeight>
    <iCost>120</iCost>
    <iHurryCostModifier>0</iHurryCostModifier>
    <iAdvancedStartCost>100</iAdvancedStartCost>
    <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    <iMinAreaSize>-1</iMinAreaSize>
    <iConquestProb>66</iConquestProb>
    <iCitiesPrereq>0</iCitiesPrereq>
    <iTeamsPrereq>0</iTeamsPrereq>
    <iLevelPrereq>0</iLevelPrereq>
    <iMinLatitude>0</iMinLatitude>
    <iMaxLatitude>90</iMaxLatitude>
    <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
    <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
    <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
    <iAnarchyModifier>0</iAnarchyModifier>
    <iGoldenAgeModifier>0</iGoldenAgeModifier>
    <iGlobalHurryModifier>0</iGlobalHurryModifier>
    <iExperience>0</iExperience>
    <iGlobalExperience>0</iGlobalExperience>
    <iFoodKept>0</iFoodKept>
    <iAirlift>0</iAirlift>
    <iAirModifier>0</iAirModifier>
    <iAirUnitCapacity>0</iAirUnitCapacity>
    <iNukeModifier>0</iNukeModifier>
    <iNukeExplosionRand>0</iNukeExplosionRand>
    <iFreeSpecialist>0</iFreeSpecialist>
    <iAreaFreeSpecialist>0</iAreaFreeSpecialist>
    <iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
    <iMaintenanceModifier>-75</iMaintenanceModifier>
    <iWarWearinessModifier>0</iWarWearinessModifier>
    <iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
    <iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
    <iHealRateChange>0</iHealRateChange>
    <iHealth>0</iHealth>
    <iAreaHealth>0</iAreaHealth>
    <iGlobalHealth>0</iGlobalHealth>
    <iHappiness>0</iHappiness>
    <iAreaHappiness>0</iAreaHappiness>
    <iGlobalHappiness>0</iGlobalHappiness>
    <iStateReligionHappiness>0</iStateReligionHappiness>
    <iWorkerSpeedModifier>0</iWorkerSpeedModifier>
    <iMilitaryProductionModifier>0</iMilitaryProductionModifier>
    <iSpaceProductionModifier>0</iSpaceProductionModifier>
    <iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
    <iTradeRoutes>0</iTradeRoutes>
    <iCoastalTradeRoutes>0</iCoastalTradeRoutes>
    <iGlobalTradeRoutes>0</iGlobalTradeRoutes>
    <iTradeRouteModifier>0</iTradeRouteModifier>
    <iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
    <iGlobalPopulationChange>0</iGlobalPopulationChange>
    <iFreeTechs>0</iFreeTechs>
    <iDefense>0</iDefense>
    <iBombardDefense>0</iBombardDefense>
    <iAllCityDefense>0</iAllCityDefense>
    <iEspionageDefense>0</iEspionageDefense>
    <iAsset>4</iAsset>
    <iPower>0</iPower>
    <fVisibilityPriority>1.0</fVisibilityPriority>
    <SeaPlotYieldChanges/>
    <RiverPlotYieldChanges/>
    <GlobalSeaPlotYieldChanges/>
    <YieldChanges/>
    <CommerceChanges>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>10</iCommerce>
    </CommerceChanges>
    <ObsoleteSafeCommerceChanges/>
    <CommerceChangeDoubleTimes/>
    <CommerceModifiers/>
    <GlobalCommerceModifiers/>
    <SpecialistExtraCommerces/>
    <StateReligionCommerces/>
    <CommerceHappinesses/>
    <ReligionChanges/>
    <SpecialistCounts>
    <SpecialistCount>
    <SpecialistType>SPECIALIST_SPY</SpecialistType>
    <iSpecialistCount>3</iSpecialistCount>
    </SpecialistCount>
    </SpecialistCounts>
    <FreeSpecialistCounts/>
    <CommerceFlexibles/>
    <CommerceChangeOriginalOwners/>
    <ConstructSound>AS2D_BUILD_COURTHOUSE</ConstructSound>
    <BonusHealthChanges/>
    <BonusHappinessChanges/>
    <BonusProductionModifiers/>
    <UnitCombatFreeExperiences/>
    <DomainFreeExperiences/>
    <DomainProductionModifiers/>
    <BuildingHappinessChanges/>
    <PrereqBuildingClasses/>
    <BuildingClassNeededs/>
    <SpecialistYieldChanges/>
    <BonusYieldModifiers/>
    <ImprovementFreeSpecialists/>
    <Flavors>
    <Flavor>
    <FlavorType>FLAVOR_GOLD</FlavorType>
    <iFlavor>10</iFlavor>
    </Flavor>
    <Flavor>
    <FlavorType>FLAVOR_ESPIONAGE</FlavorType>
    <iFlavor>3</iFlavor>
    </Flavor>
    </Flavors>
    <HotKey/>
    <bAltDown>0</bAltDown>
    <bShiftDown>0</bShiftDown>
    <bCtrlDown>0</bCtrlDown>
    <iHotKeyPriority>0</iHotKeyPriority>
    </BuildingInfo>


    EDIT: The Speadsheet states that the Athletics Centre (Australian) replaces the stadium, but there is no such building in civ and i can't find it in the mod Buildings either (is it the colleseum?). also there are no listed effects of the building, do i need to come up with them?, i am not very good at balancing, or should i just leave the australian UB out?

    EDIT AGAIN: i done the Athletics Centre as a collosseum with +2 Health (like the babylonian one) this could be realistic as australia is quite a green country (earth hour started there i think). i am now doing the Betcholim (Isreal) which is a hospitol but i have no idea what bonus i should give it (not listed in spreadsheet).

    EDIT AGAIN AGAIN: i gave the Betcholim (Isreal) a +20% unit heal rate (normally has +10%), is this too good or unrealistic. i have no idea what a Betcholim is.
     
  2. Joecoolyo

    Joecoolyo 99% Lightspeed

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    Once again I'm not totally sure about the SVN, best PMing NikNaks about it.

    Though great work on the UB! You've been such a great help :D
     
  3. NikNaks

    NikNaks Deity

    Joined:
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    I didn't realise the SVN was that out of date. I should be able to fix that with some free time (finally) next week.
    Awesome! Just one thing - please don't put comments in the files. The XML parser doesn't like it and sometimes chokes.
    Your assumption is correct. Colloseum = Stadium

    I thought there was already XML for that. :confused:
     
  4. cheesemijit

    cheesemijit Prince

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    Location:
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    ok i will get rid of all the comments when i am done, but they are very helpful to me atm as i don't really know the mod well.

    not in the file i had... oh dang the file in the SVN has a few more.

    Just wondering, does a unique building need to have the civ name in front of it in the xml to work? eg: BUILDING_ARGENTINA_DANCESTUDIO
    because some don't. eg: BUILDING_STRATEGIC_AIR_COMMAND
     
  5. NikNaks

    NikNaks Deity

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    Strategic Air Command is not a UB - it's related to the MAD Nukes mod ;)
     
  6. cheesemijit

    cheesemijit Prince

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    ok, but do UB's need the civ name in the building name, there are a few others that are UB's but don't have it (eg:BUILDING_SCIENCE_AND_ELECTRONICS_RESEARCH_FACILITY). is it neccesary?

    is that the same for the Nuclear Lab, Nuclear Silo and Laboratory?
     
  7. NikNaks

    NikNaks Deity

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    Yes, please put the name of the civ into the name. If others have missed that, if you could change it, that would be awesome. :)

    And yes to the other buildings. The normal lab is in default BtS IIRC.
     
  8. cheesemijit

    cheesemijit Prince

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    Location:
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    is this right for: +5% gold (accumulative) from Gold, Silver, Fish, Copper
    for the El Callao Port (Peru)

    Spoiler :
    <BonusYieldModifiers>
    <BonusYieldModifier>
    <BonusType>BONUS_GOLD</BonusType>
    <YieldModifiers>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>5</iYield>
    </YieldModifiers>
    </BonusYieldModifier>
    <BonusYieldModifier>
    <BonusType>BONUS_SILVER</BonusType>
    <YieldModifiers>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>5</iYield>
    </YieldModifiers>
    </BonusYieldModifier>
    <BonusYieldModifier>
    <BonusType>BONUS_FISH</BonusType>
    <YieldModifiers>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>5</iYield>
    </YieldModifiers>
    </BonusYieldModifier>
    <BonusYieldModifier>
    <BonusType>BONUS_COPPER</BonusType>
    <YieldModifiers>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>5</iYield>
    </YieldModifiers>
    </BonusYieldModifier>
     
  9. Joecoolyo

    Joecoolyo 99% Lightspeed

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    It looks alright to me, though I'm not that fluent in XML speak ;). Its right if it makes it so that port gets a 5% increase in gold bonus for each of those resources.

    edit: 700th Post! :dance:
     
  10. cheesemijit

    cheesemijit Prince

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    hmm thats the thing though i don't know if that is for each resource or for just having the resource present.
     
  11. Joecoolyo

    Joecoolyo 99% Lightspeed

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    Hmm... now that you actually mention it, I'm not sure. I made it such a long time ago I don't even remember... but from my wording (accumulative) I guessing that means 5% for each resource (as in 3 gold would be 15%). Though now that I'm thinking about it, that might be a little over powered considering the size of this map... so, idk. I guess to play it safe for now lets just make it so for each type of resource (numbers of that resource don't matter) it gets a 5% bonus. We can always change it later if it sounds better :).
     
  12. cheesemijit

    cheesemijit Prince

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    There is no listed effects for the Estadio de Futebol (Brazil), i gave it +10% culture but i don't know if that is realistic or balanced. will there be a resource for Sports? like there is for movies. then we could add happiness per sport resource or something.

    The Fuel Plant (Kazakhstan) in the Spreadsheet says "- 25% gold (5% added for each resource supplied: coal, oil, uranium)", does this mean it gives 25% less or 25% more, others have a "-" and then a "+" so i assumed the "-" is just there as a point. eg: "- +50% Gold when supplied with Oil, Gems, Gold, Coal..."
     
  13. Joecoolyo

    Joecoolyo 99% Lightspeed

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    The Estadiode Futebal, I believe that was another UB that we borrowed from another mod, so no need to XML it.

    And for the Fuel Plant, yeah it means it gets a plus 25%, the "-" is merely substitute for a bullet point. When typing it up I must have forgotten to put the "+" sign in front of it, sorry for any confusion there.
     
  14. Lord Neil

    Lord Neil Prince

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    I noticed that there are no units or buildings for the Russian Federation, is there a specific reason or have people just not gotten around to it?

    I believe that a T-95 would be a perfect UU for Russia if it is not already one. However since it is still in development and is supposed to be released soon so we do not know exactly what it looks like, but apparently it will look similar to the "Black Eagle" tank and T-90 tank currently in use.

    T-95 Wiki
    T-90 Wiki
    Black Eagle Wiki
     
  15. sandman730

    sandman730 (:^))(::::)( )

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    Russia is one of the "weapons dealers" which means that they will have multiple UUs. This is why no one has done any UUs for Russia. I do not know why no one did the UB, I would ask Joecoolyo.
     
  16. Joecoolyo

    Joecoolyo 99% Lightspeed

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    I think we're going to use the UB it already has in the game, since it is a very late (or modern era) one. And as Sandman said, Russia is a weapons dealer nation, so it will have more than one UU ;).
     
  17. sandman730

    sandman730 (:^))(::::)( )

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    My current UU XML file is attached for those who asked for it (joecoolyo & cheesemijit).
     

    Attached Files:

  18. cheesemijit

    cheesemijit Prince

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    thanks sandman. are you done with this mod now or are you still working on it?
     
  19. sandman730

    sandman730 (:^))(::::)( )

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    I'm still in.
     
  20. sandman730

    sandman730 (:^))(::::)( )

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    Finished some UUs and updated UU list:

    Spoiler :

    Ones that I have no clue on how to do (bold is what I don't know how to do):


    Algeria- Sûreté nationale (replaces infantry)
    strength: 18
    movement: 1
    cost: 120
    +25% vs. Gunpowder Units
    can see espionage units

    Egypt- Central Security Forces (replaces infantry)
    +25% defence
    Can see :espionage:

    Columbia- AFEUR (replaces infantry)
    +3 strength
    +25% defense
    +50% against terrorists

    Peru- PR-72P (replaces battleship)
    +2 strength
    can attack land units from the water

    North Korea- Taepodong 2 (replaces tactical nuke)
    range: 6 (+2)
    Cost: 300 (+50)
    +25% more damage
    Can nuke enemy territory
    Can evade interception (50% chance)

    Taiwan-Sky Bow III (replaces Mobile SAM)
    :strength:: 24
    :move:: 2
    Cost: 200
    Can intercept aircrafts (50% chance)
    Can intercept nukes (50% chance)
    +50% against helecopters

    Sri Lanka- Unicorn (land transport)
    :strength:: 20
    :move:: 3
    Cost: 150
    Can carry 3 units

    Indonesia- Pindad Panser (land transport)
    :strength:: 24
    :move:: 3
    Cost: 200
    Can hold 3 units

    Chile- Carabineros (replaces infantry)
    strength: 20
    movement: 1
    cost: 160
    +25% vs. Gunpowder Units
    can see espionage units


    Working on:


    Myanmar- BTR-3 (replaces anti-tank)
    :strength:: 20
    :move:: 2
    Cost: 100
    Starts with Ambush
    +75% vs. Armored units
    Can intercept aircraft (20% chance)
    Need Anti-Tank XML File

    Australia- Anzac (replaces destroyer)
    :strength:: 30
    :move: 8
    Cost: 275
    Can see submarines
    Can intercept aircraft (50% chance)
    Can bombard city defenses (-16%/turn)
    +50% against submarines
    +50% against other ships

    India- Sukhoi Su-30MKI (replaces jet fighter)
    :strength:: 26
    :move:: 12
    Cost: 200
    Can intercept aircraft (100% chance)
    Can destroy tile improvements and bomb city defenses (-20%/turn)

    South Africa- Valkyrie (replaces mobile SAM)
    :strength:: 24
    :move:: 2
    Cost: 250
    1 First Strike
    Can intercept aircraft (50% chance)
    +50% vs. Helicopters

    Iran-
    Revolutionary Guards (replaces infantry)
    +15% city defense

    Permanent Neutrality-
    Militia (like the Swiss army)
    replaces infantry
    -25% unit cost
    -25% strength

    Venezuela- Venezuelan Militia (replaces infantry)
    strength: 18
    movement: 1
    cost: 100
    +25% vs. Gunpowder Units

    Argentina- Argentine National Gendarmerie (replaces infantry)
    strength: 20
    movement: 1
    cost: 160
    +25% vs. Gunpowder Units
    starts with city defense I

    Kazakhstan- Republican Guard (replaces infantry)
    strength: 18
    movement: 1
    cost: 100
    +25% vs. Gunpowder Units

    Georgia- Georgian Ministry of Internal Affairs special units (replaces infantry)
    strength: 22
    movement: 1
    cost: 160
    +25% vs. Gunpowder Units

    Belarus- Infantry of Belarus (replaces infantry)
    strength: 16
    movement: 1
    cost: 80
    +25% vs. Gunpowder Units

    Ethiopia- Ethiopian Militia (replaces infantry)
    strength: 18
    movement: 1
    cost: 100
    +25% vs. Gunpowder Units

    Sudan- Popular Defense Force (replaces infantry)
    strength: 20
    movement: 1
    cost: 160
    +25% vs. Gunpowder Units
    starts with city defense I

    Angola- Angolan Infantry (replaces infantry)
    strength: 16
    movement: 1
    cost: 80
    +25% vs. Gunpowder Units

    Syria- Syrian Infantry (replaces infantry)
    strength: 18
    movement: 1
    cost: 100
    +25% vs. Gunpowder Units

    Saudi Arabia- Lightning Force (replaces infantry)
    strength: 22
    movement: 1
    cost: 160
    +25% vs. Gunpowder Units

    Independent African States- Gendarmerie (replaces infantry)
    strength: 20
    movement: 1
    cost: 160
    +25% vs. Gunpowder Units
    starts with city defense I

    African Union- OAU Infantry (replaces infantry)
    strength: 18
    movement: 1
    cost: 100
    +25% vs. Gunpowder Units

    Minor Nations- Infantry of the Minor Nations (replaces infantry)
    strength: 18
    movement: 1
    cost: 100
    +25% vs. Gunpowder Units

    South American Socialist Allies- SASA Infantry (replaces infantry)
    strength: 18
    movement: 1
    cost: 100
    +25% vs. Gunpowder Units


    Some one from the tech department should go through the files and change the tech requirements.

    Also, most of the UUs need Civpedia entries
     

    Attached Files:

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