Jeckel
Great Reverend
This mod is intended to be used in conjunction with Unit Allegiance Mod (origonially by Snaif, currently supported by TheLopez here).
JUnitCapture mod is setup with Dr. Elmer Jiggle's CustomEventManager.
The mod also uses my JMoreWorkers Mod.
In my games it always bugs me that if I take a city and there is a Great Prophet or Great Doctor in the city then it just gets destroyed, poof, no reward to me. Same thing with settlers, the one worker you get for capturing them is just not enough.
Because of this I always end up making Settlers and Great People capturable like workers. But to do this in XML requires modifing a tag in 8 unitinfos for regular vanilla Civ4. If your using a composite mod you can be looking at 20 unitinfos that need a tag changed. And assuming you do go through all this work, you don't have much control over the chance that the given unit will be captured. So I whipped up this mod. It allows you to turn on and off the captureing of Settlers, Workers, and Great People. You can also set the percent chance that each category of unit will be captured.
Note: In v0.22 and later there is a config.ini new config.ini option. This option makes units change into a slave unit before its ownership is changed to that of the capturing player. Which of the 2 slave units is chossen is randomly chosen.
Explanation:
In a unmodded Civ4 game.
If your unit enters a square with an enemy worker, you don't kill the worker unit, you capture it.
If your unit enters a square with an enemy settler, you kill the settler unit and are given a single worker unit.
If your unit enters a square with an enemy Great Person (Great Prophet, Great Statesman, ect), you destroy the Great Person.
In a JUnitCapture Mod Civ4 game.
If your unit enters a square with an enemy worker, there is a percent chance that you capture the worker unit. If the worker unit is not captured it is killed.
If your unit enters a square with an enemy settler, there is a percent chance that you capture the settler unit. If the settler is not captured it is killed.
If your unit enters a square with an enemy Great Person, there is a percent chance that you capture the Great Person instead of just killing it. If it isn't captured then it is killed.
Note to Modders:
This is a small python modcomp and doesn't not require any xml files. However, for some of the extra features, my JMoreWorkers Mod has been include. This additional mod comes with a couple xml files that must be used for the extra features to function. In the unitinfo.xml file included with this mod, the capture tags of the settler, worker, fast worker, slave, and african slave units changed to NONE instead of UNITCLASS_WORKER.
File: JUnitCapture_v0.22.zip
Compatible: Civ4 v1.61
Mod Folder: Mods\JUnitCapture
Released: July 27, 2006
Size: 1.8 Mb
CivFanatics: JUnitCapture Mod v0.22
FileFront: JUnitCapture Mod v0.22
JUnitCapture mod is setup with Dr. Elmer Jiggle's CustomEventManager.
The mod also uses my JMoreWorkers Mod.
In my games it always bugs me that if I take a city and there is a Great Prophet or Great Doctor in the city then it just gets destroyed, poof, no reward to me. Same thing with settlers, the one worker you get for capturing them is just not enough.
Because of this I always end up making Settlers and Great People capturable like workers. But to do this in XML requires modifing a tag in 8 unitinfos for regular vanilla Civ4. If your using a composite mod you can be looking at 20 unitinfos that need a tag changed. And assuming you do go through all this work, you don't have much control over the chance that the given unit will be captured. So I whipped up this mod. It allows you to turn on and off the captureing of Settlers, Workers, and Great People. You can also set the percent chance that each category of unit will be captured.
Note: In v0.22 and later there is a config.ini new config.ini option. This option makes units change into a slave unit before its ownership is changed to that of the capturing player. Which of the 2 slave units is chossen is randomly chosen.
Explanation:
In a unmodded Civ4 game.
If your unit enters a square with an enemy worker, you don't kill the worker unit, you capture it.
If your unit enters a square with an enemy settler, you kill the settler unit and are given a single worker unit.
If your unit enters a square with an enemy Great Person (Great Prophet, Great Statesman, ect), you destroy the Great Person.
In a JUnitCapture Mod Civ4 game.
If your unit enters a square with an enemy worker, there is a percent chance that you capture the worker unit. If the worker unit is not captured it is killed.
If your unit enters a square with an enemy settler, there is a percent chance that you capture the settler unit. If the settler is not captured it is killed.
If your unit enters a square with an enemy Great Person, there is a percent chance that you capture the Great Person instead of just killing it. If it isn't captured then it is killed.
Note to Modders:
This is a small python modcomp and doesn't not require any xml files. However, for some of the extra features, my JMoreWorkers Mod has been include. This additional mod comes with a couple xml files that must be used for the extra features to function. In the unitinfo.xml file included with this mod, the capture tags of the settler, worker, fast worker, slave, and african slave units changed to NONE instead of UNITCLASS_WORKER.
Spoiler JUnitCapture Mod Config.ini :
; ################################################################################
; ## ##
; ## This config.ini file has the options allowing you to control the capturing ##
; ## of units. ##
; ## ##
; ################################################################################
; These options let you set the basics of which units can be captured and
; what the chance is each unit can be captured.
[JUnitCapture Mod]
; This option allows you to turn JUnitCapture Mod on or off.
; True - JUnitCapture Mod is on.
; False - JUnitCapture Mod is off.
; Default = True
JUnitCapture Features Enabled = True
; When a settler unit is attack by a military unit, should it have a chance of being captured.
; Ture - Settlers can be captured.
; False - Settler units can NOT be captured.
; Default = True
Settlers Can Be Captured = True
; If 'Settlers Can Be Captured = True'
; What percent chance do settlers have to be captured.
; Higher value is greater chance of settlers being captured.
; Lower value is less chance of settler capture.
; Defualt = 95
Capture Settler Base Chance = 95
; When a worker unit is attack by a military unit, should it have a chance of being captured.
; Ture - Worker units can be captured.
; False - Worker units can NOT be captured.
; Default = True
Workers Can Be Captured = True
; If 'Workers Can Be Captured = True'
; What percent chance do workers have to be captured.
; Higher value is greater chance of worker captur.
; Lower value is less chance of worker capture.
; Defualt = 99
Capture Worker Base Chance = 99
; When a great person (ie Great Artist, Great Prophet, Great Doctor, ect) is attack by
; a military unit, should it have a chance of being captured.
; Ture - Great People can be captured.
; False - Great People can NOT be captured.
; Default = True
Great People Can Be Captured = True
; If 'Great People Can Be Captured = True'
; What percent chance do great peopple have to be captured.
; Higher value is greater chance to capture great people.
; Lower value is less chance of capturing great people.
; Defualt = 75
Capture Great People Base Chance = 75
; Is the captured unit changed into a Slave unit before the capturing player gets it.
; True - Capturing player gets a slave unit instead of settler/worker/Great Person.
; False - Capturing player gets the settler/worker/Great Person NOT a slave unit.
; Default = False
Captured Unit Becomes Slave = True
; ###########################################################################################
; These options let you control what unit stats are kept when a unit is captured.
; All the options bellow only apply when a unit has successfully been captured.
; Should the captured unit lose all its movement when captured.
; True - Captured unit loses all movement.
; False - Captured unit does NOT lose its movement.
; Default = True
Captured Unit Loses Movement = True
; Should the captured unit have a percent of its health removed.
; The percent of health removed is set in the next option.
; True - A percentage of the captured unit's health is removed.
; False - None of the captured unit's health is removed.
; Default = False
Captured Unit Loses Health = False
; If 'Captured Unit Loses Health = True'
; What percentage of Health does the captured unit lose.
; Valid values are 0 to 99 all other values will be treated as 0.
; Default = 50
Captured Unit Percent Health Lose = 50
; Should the captured unit keep its level and experience.
; True - Captured unit keeps level and exp.
; False - Unit does NOT keep level or experience.
; Default = True
Captured Unit Keeps Level And EXP = True
; Should the captured unit keep ALL its promotions.
; True - Unit keeps ALL its promotions.
; False - Captured unit loses all promotions.
; Default = True
Captured Unit Keeps All Promos = True
; Should the captured unit keep its Name.
; True - Unit keeps its name.
; False - Unit loses any unique name.
; Default = True
Captured Unit Keeps Name = True
; ## ##
; ## This config.ini file has the options allowing you to control the capturing ##
; ## of units. ##
; ## ##
; ################################################################################
; These options let you set the basics of which units can be captured and
; what the chance is each unit can be captured.
[JUnitCapture Mod]
; This option allows you to turn JUnitCapture Mod on or off.
; True - JUnitCapture Mod is on.
; False - JUnitCapture Mod is off.
; Default = True
JUnitCapture Features Enabled = True
; When a settler unit is attack by a military unit, should it have a chance of being captured.
; Ture - Settlers can be captured.
; False - Settler units can NOT be captured.
; Default = True
Settlers Can Be Captured = True
; If 'Settlers Can Be Captured = True'
; What percent chance do settlers have to be captured.
; Higher value is greater chance of settlers being captured.
; Lower value is less chance of settler capture.
; Defualt = 95
Capture Settler Base Chance = 95
; When a worker unit is attack by a military unit, should it have a chance of being captured.
; Ture - Worker units can be captured.
; False - Worker units can NOT be captured.
; Default = True
Workers Can Be Captured = True
; If 'Workers Can Be Captured = True'
; What percent chance do workers have to be captured.
; Higher value is greater chance of worker captur.
; Lower value is less chance of worker capture.
; Defualt = 99
Capture Worker Base Chance = 99
; When a great person (ie Great Artist, Great Prophet, Great Doctor, ect) is attack by
; a military unit, should it have a chance of being captured.
; Ture - Great People can be captured.
; False - Great People can NOT be captured.
; Default = True
Great People Can Be Captured = True
; If 'Great People Can Be Captured = True'
; What percent chance do great peopple have to be captured.
; Higher value is greater chance to capture great people.
; Lower value is less chance of capturing great people.
; Defualt = 75
Capture Great People Base Chance = 75
; Is the captured unit changed into a Slave unit before the capturing player gets it.
; True - Capturing player gets a slave unit instead of settler/worker/Great Person.
; False - Capturing player gets the settler/worker/Great Person NOT a slave unit.
; Default = False
Captured Unit Becomes Slave = True
; ###########################################################################################
; These options let you control what unit stats are kept when a unit is captured.
; All the options bellow only apply when a unit has successfully been captured.
; Should the captured unit lose all its movement when captured.
; True - Captured unit loses all movement.
; False - Captured unit does NOT lose its movement.
; Default = True
Captured Unit Loses Movement = True
; Should the captured unit have a percent of its health removed.
; The percent of health removed is set in the next option.
; True - A percentage of the captured unit's health is removed.
; False - None of the captured unit's health is removed.
; Default = False
Captured Unit Loses Health = False
; If 'Captured Unit Loses Health = True'
; What percentage of Health does the captured unit lose.
; Valid values are 0 to 99 all other values will be treated as 0.
; Default = 50
Captured Unit Percent Health Lose = 50
; Should the captured unit keep its level and experience.
; True - Captured unit keeps level and exp.
; False - Unit does NOT keep level or experience.
; Default = True
Captured Unit Keeps Level And EXP = True
; Should the captured unit keep ALL its promotions.
; True - Unit keeps ALL its promotions.
; False - Captured unit loses all promotions.
; Default = True
Captured Unit Keeps All Promos = True
; Should the captured unit keep its Name.
; True - Unit keeps its name.
; False - Unit loses any unique name.
; Default = True
Captured Unit Keeps Name = True
Spoiler Slave Units added from JMoreWorkers Mod :
Name: Slave
Type: UNIT_SLAVE
Class: UNITCLASS_SLAVE
Cost: -1 (can not be built)
Combat: None
Movement: 2
Work Rate: 45 (normal worker 100)
This unit is the default slave unit and is a retextured worker unit made by LittleRedPoint. It is dirty white worker guy and can do all the same things as a normal worker, just at half the speed. For the moment you can't build this unit, it can only be gotten by capturing settlers, workers, and/or Great People.
----------------------------------------------------------------------------
Name: Slave
Type: UNIT_AFRICAN_SLAVE
Class: UNITCLASS_SLAVE
Cost: -1 (can not be built)
Combat: None
Movement: 2
Work Rate: 45 (normal worker 100)
This unit is the dark skinned version of the slave and was also a retexture done by LittleRedPoint. This unit is used as the national slave unit for several civilizations and replaces the default slave unit. It can do all the same things as a normal worker, just at half the speed. For the moment you can't build this unit, it can only be gotten by capturing settlers, workers, and/or Great People.
Type: UNIT_SLAVE
Class: UNITCLASS_SLAVE
Cost: -1 (can not be built)
Combat: None
Movement: 2
Work Rate: 45 (normal worker 100)
This unit is the default slave unit and is a retextured worker unit made by LittleRedPoint. It is dirty white worker guy and can do all the same things as a normal worker, just at half the speed. For the moment you can't build this unit, it can only be gotten by capturing settlers, workers, and/or Great People.
----------------------------------------------------------------------------
Name: Slave
Type: UNIT_AFRICAN_SLAVE
Class: UNITCLASS_SLAVE
Cost: -1 (can not be built)
Combat: None
Movement: 2
Work Rate: 45 (normal worker 100)
This unit is the dark skinned version of the slave and was also a retexture done by LittleRedPoint. This unit is used as the national slave unit for several civilizations and replaces the default slave unit. It can do all the same things as a normal worker, just at half the speed. For the moment you can't build this unit, it can only be gotten by capturing settlers, workers, and/or Great People.
File: JUnitCapture_v0.22.zip
Compatible: Civ4 v1.61
Mod Folder: Mods\JUnitCapture
Released: July 27, 2006
Size: 1.8 Mb
CivFanatics: JUnitCapture Mod v0.22
FileFront: JUnitCapture Mod v0.22