Legions

Kael, while I do not like the Stack of Doom features of this mod and the unit maintenance fix, I really, really like the promotions. Is there any way you can make a mod with only those please?
 
So with your mod you culd start a game with 19 civs + the city states at max? :P

I think Erik is speaking about the issue where the maximum number of civs in any one game (18) was compiled into the DLL.

I just started an unmodded game with 22 civilizations without a problem. I assume it just uses duplicate civ/leaders to do this. With Queen of the Iceni you would have one less duplicate civ/leader since it would have another leader to draw from.

Kael, while I do not like the Stack of Doom features of this mod and the unit maintenance fix, I really, really like the promotions. Is there any way you can make a mod with only those please?

You are the 2nd person to request that in this thread. And yes I am looking into releasing a promotion mod, but I'd like them to do more than the existing 7 so I will have to work on it a bit.
 
Kael, just wondering: is it possible to mod out the 1 upt rule for "civilian" units only, but keep it for military units? (And what tag in what xml file did you modify to break the 1 upt rule anyway?)
 
Kael, just wondering: is it possible to mod out the 1 upt rule for "civilian" units only, but keep it for military units? (And what tag in what xml file did you modify to break the 1 upt rule anyway?)

Code:
<GameData>
	<Defines>
		<Update>
			<Where Name="PLOT_UNIT_LIMIT"/>
			<Set Value="999"/>
		</Update>
		<Update>
			<Where Name="MAX_CITY_HIT_POINTS"/>
			<Set Value="10"/>
		</Update>
		<Update>
			<Where Name="UNIT_MAINTENANCE_GAME_MULTIPLIER"/>
			<Set Value="6"/>
		</Update>
	</Defines>
</GameData>

Plot Unit Limit.

And no, without source code access I don't see way to isolate it just to non-military units (though I think thats a cool idea).
 
You are the 2nd person to request that in this thread. And yes I am looking into releasing a promotion mod, but I'd like them to do more than the existing 7 so I will have to work on it a bit.

Thanks for looking into this, Kael. I'll be keeping an eye out for it :)
 
Theoretically we could set the unit per tile limit to a given number? I would prefer this over 1 or unlimited.

Also can this be done per terrain, or is it a general setting?
 
Theoretically we could set the unit per tile limit to a given number? I would prefer this over 1 or unlimited.

Also can this be done per terrain, or is it a general setting?

There is no current way to have it applied by terrain or by unit type (I would take Pazyryk's suggestion and make a separate mod where non-military units were unlimited in a heartbeat if I could).
 
And no, without source code access I don't see way to isolate it just to non-military units (though I think thats a cool idea).

So the SDK doesn't come with the same DLL access we had for Civ 4? :confused:
 
So the SDK doesn't come with the same DLL access we had for Civ 4? :confused:

I don't have source code access. With Civ4 it was 6 months or so before source code was released. I believe (but this is just my guess) that Firaxis may want to wait until the code is reviewed and stable (meaning not going through changes) before releasing it.
 
That makes sense then. I came in at BTS modding. So we already had the DLL to toy with.
 
I don't have source code access. With Civ4 it was 6 months or so before source code was released. I believe (but this is just my guess) that Firaxis may want to wait until the code is reviewed and stable (meaning not going through changes) before releasing it.

I couldn't find what is blocking the ability to raze city states and capitals, is that source code controlled?
 
Kael, are you using beta tools to upload these, or are you using some method which all of us have access to?

I am using beta tools. Hopefully they go public soon.
 
I couldn't find what is blocking the ability to raze city states and capitals, is that source code controlled?

From CityView.lua:

Code:
		if (not pCity:IsOccupied() or pCity:IsRazing()) then		
			Controls.RazeCityButton:SetHide(true);
		else
			if (not pPlayer:CanRaze(pCity)) then
				if (pPlayer:CanRaze(pCity, true)) then
					Controls.RazeCityButton:SetHide(false);
					Controls.RazeCityButton:SetDisabled(true);
					Controls.RazeCityButton:SetToolTipString( Locale.ConvertTextKey( "TXT_KEY_CITYVIEW_RAZE_BUTTON_DISABLED_BECAUSE_CAPITAL_TT" ) );
				else
					Controls.RazeCityButton:SetHide(true);
				end
			else
				Controls.RazeCityButton:SetHide(false);
				Controls.RazeCityButton:SetDisabled(false);		
				Controls.RazeCityButton:SetToolTipString( Locale.ConvertTextKey( "TXT_KEY_CITYVIEW_RAZE_BUTTON_TT" ) );
			end
		end

You would have to play with this to see if it works, but as I read it there is a source code function called CanRaze on Player objects. That function blocks the razing of capitals.

But it looks like the enforcement of that block happens in lua (where it hides the raze button). So you may be able to get away with just removing this section from Lua to allow capital razing. That assumes that when you click the action button it doesn't perform another source code check to make sure the city is valid. So it may work, but you really want source code access to change it the right way.
 
I think Erik is speaking about the issue where the maximum number of civs in any one game (18) was compiled into the DLL.

Yepp that whas what I meant, thanks for clarifying :)

@Kael
Thanks for answering the question as whell. :)

Was the limit you culd reatch 22 civs or did you just try that many?

cant wait to gett my game tomorow now! :P
 
How well - if at all - does the AI handle the change from 1upt to multiple units per tile?

I haven't done any large scale tests, so I dont know. It seems like the AI does okay with it in my few games, but I'm no expert. The AI sometimes has problems in the base game leading with cannons or leaving them exposed. This may actually help with those issues. But that's all theory on my part.
 
The 1UPT thing at first bugged me but I have to admit, after playing, it's grown on me. What bothers me is the range of ranged units. I hate seeing archers shooting at targets that are 2 hexes away but I know in time we'll be able to fix that.

Would it be possible to turn ranged artillery units (archers, catapults, cannons) into civilian units that have the ranged ability but can be captured (I don't think archers should have that option) or be destroyed when the defending unit on top is defeated?

Right now, with your mod, I can at least have that archer on the same hex as say, my spearman. That's great cuz i now have to protect that unit. With the 1UPT in place, that archer would need 1 unit in front of it to act as a block. In combat, that means if my 1 melee unit were destroyed, in all likelihood, that archer or catapult would be able to escape.
 
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