whoward69
DLL Minion
Am I right that setting VFS true and using the same file name as the original will replace it when the mod is activated?
Yes - bullet point 1 under Lua of http://forums.civfanatics.com/showthread.php?t=487846
Am I right that setting VFS true and using the same file name as the original will replace it when the mod is activated?
Ton of posts here -
Is there a mod (preferably LUA) that lets a unit spawn barbarians?
I'd like to have a privateer spawn pirate ships (the act itself kills your own). So i can harass other players.
Likewise something similar for a ground unit (SpecOps) that can train guerrillas in enemy territory.
And I need the AI to know how to use it too.
Thanks.
+(preferably LUA)
=And I need the AI to know how to use it too.
+
=
a lot more than one single unit !
Let's see if this is possible:
you want a unit to spawn some barbarian units, we may be able link the action to the disband button when outside your territory, that's ok.
but what should be the exact logic for the AI ? (when should it trigger the action)
If we used the Great Merchant mission code but have it give no money, then the AI might use it. But it'll only be for CS
if we use the missionary code it'll target other cities but not sure if it will target foreign and enemy cities
yes, I get that. I wanted to know if you have detailled ideas on how it should work. Ok, I'll propose the mechanism at the end of the post.I want to have a unit mod for a specialops unit that you can send into another civ or cs terrotory and unleash some barbarians and doing so consumes the unit.
Yes, your idea is good, that why I've answered (but I will have my unit anywayLikewise the same effect would make privateers more interesting. Hidden nationality doesn't really make sense in civ5 but having it create a random number (1 to 6) of barbarian privateers to attack the enemy navy (and when BNW comes their trade routes - if that how it works I'm guessing) would be way better gameplay wise.
One unit, but I'll do the conversion, you'll guide me. May take you longer than making 2 units, sorrySo ideally I'd like it be part LUA since that'll be compatible with other mods (like your TSL earth map that I love).
ok, two units![]()
One unit, but I'll do the conversion, you'll guide me. May take you longer than making 2 units, sorry![]()
Now, about your idea, here is a description of what I think doable.
First, a table to set which units have this ability, and what kind of unit they will spawn. There'll be a restriction/check like land spawn land and sea spawn sea.
For the human, no problem, he has a brain, he chose when to use the ability. I'd like an option to give a chance for the target to find out who has targeted him, with diplo hit. And if you spawn the units while in visible range of the target, that's 100% chance of getting caught. Could be an option. Auto-DoW when caught is another possibility. (making you the one declaring war in that case, with the diplo hit)
For the AI, let's keep it simple, define target and limitations:
- Should the AI targets his friends ? (link to the possibility of auto-Dow = you should not target your friends...) or only the civs that have denounced him ? The civs that have a better score, without discrimination ? A combination of all, calculating a score for each possible targeted civ ?
- Ok, we have a targeted civ, now where are we spawning our barbarians ? near a city ? near a civilian unit ? near a worked resource ? near a military unit ?
For anyone thinking of trying this, it's a DLL mod as the current 3 hex limit is hard-coded into various places in the C++ code (eg CvDefines.h and CvSiteEvaluationClasses.h)I want to have a mod that removes the limits imposed on a city on how far it can expand and the distance a hex has to be under to be workable by that city.
I have a super simple request - a mod for G+K that would allow all great people to be captured. I swear someone must have thought of this before but I can't seem to find it anywhere, and I fiddled with trying to make it myself but didn't really get anywhere
Thanks in advance if anyone can help!
is there a way to make AI-only unit abilities? It'd be nice to see if unit buffing handicaps can replace some of their other advantages (or maybe all), and their buffs can be +10/20/30/40% strength to all units. if thats too weak, i guess we can always add more. I just wondering what'd be like if the AI could withstand a player with only just unit buffs, even if they're bad in unit combat.