Mod Component Requests Thread

First post - hopefully this is the right thread...


I'm searching for a mod which toggles the yield display automatically on as long as a worker is selected, just like it already does with the settler. It'd be perfect if it doesn't show the fat cross boarders (like the settlers do) but rather only shows the yields which are inside of the fat crosses of all my cities.
The reason for this is that I usually let the yield display turned off, yet when I select a worker I have to toggle it on so that I can see what I should do with him.

My second request is basically a BtS 3.17 compatible version of this.


At the end I just want to know if my grammar is right. It has been a long time since I last wrote in English.
 
What i would like is an nice easy to implement (python only if poss, no SDK) mod comp that puts up a pop up at the end of every ERA (similar to civic pop up) that asks if you would like to change leaders (of those valid for your civ) or stay as you are. After selection the mod would change the leader for you civ until the next ERA is reached.

Ideally should have its own advisor screen (like ones for civics and religions) that shows the leaders available (and their traits) and the one currently active.

Alternatively they could be altered at whim like civics (except with a longer wait time between changes).

A few turns of anarchy should acompany changes unless previous leader was spiritual or civ is in golden age etc.

MUST be MP compatible.

As mentioned i hope this can be done with python only as then i might have a chance of integrating it with my mod.

Any questions?

:D
 
@zen: It can't be done purely with Python because the necessary functions simply aren't available. You have to do some SDK modding in order to create such functionality and expose it to Python. Note that jdog's ChangePlayer component (part of the Revolution modpack) allows leader changes; quite a few mods (such as BetterAI) include this component and contain the necessary SDK changes as well. I haven't a clue on the MP compatibility of that component.
 
If I understand it correctly, research is simply a function of commerce with modifiers. Is there some way to modify that so that research is more realistically figured partly by hammers and/or culture?
 
@zen: It can't be done purely with Python because the necessary functions simply aren't available. You have to do some SDK modding in order to create such functionality and expose it to Python. Note that jdog's ChangePlayer component (part of the Revolution modpack) allows leader changes; quite a few mods (such as BetterAI) include this component and contain the necessary SDK changes as well. I haven't a clue on the MP compatibility of that component.

OK i thought that might be the case. I have had a look at the changeplayer comp and it doesn't seem to do quite what i wanted also it doesn't seem to be MP compatible. Maybe some one could adapt it though....

EDIT ADDITIONAL .. I am not sure about the 'necessary functions simply aren't available' bit tho. Surely new python functions can be created. There just needs to be the right already existing SDK functions that are exposed to Python, is this not so? Surely python functions could be created that can find current leader, find leaders for a particular civ, and tell the SDK to change active leader to so and so.

Anyway i really, really want this feature SO if no one can do it for me, maybe it is time i learned to program C++ and Python :eek:.
 
EDIT ADDITIONAL .. I am not sure about the 'necessary functions simply aren't available' bit tho. Surely new python functions can be created. There just needs to be the right already existing SDK functions that are exposed to Python, is this not so? Surely python functions could be created that can find current leader, find leaders for a particular civ, and tell the SDK to change active leader to so and so.
That is exactly the point I was trying to get across. In the unmodified SDK, there is no function which allows you to set/change the leader of a civ while the game is in progress. ChangePlayer adds such a function to the SDK and makes it available to be called from Python (along with other, similar changes). Once those changes are in place, then writing the Python which accesses them is fairly easy.
 
That is exactly the point I was trying to get across. In the unmodified SDK, there is no function which allows you to set/change the leader of a civ while the game is in progress. ChangePlayer adds such a function to the SDK and makes it available to be called from Python (along with other, similar changes). Once those changes are in place, then writing the Python which accesses them is fairly easy.

Ok now i get it; sorry for me being a bit dense (i am a modding noob). Maybe then i could just have the sdk additions and changes from changePlayer merged into my sdk and then build some python that could use it to do the stuff i want. Sounds doable when i have a bit more knowledge and skill. Or better yet maybe if i ask the author really nicely maybe he will do it for me...

Thanks for the info btw. it is appeaciated.
 
You know how units have an Early and Middle and Late look? Wouldn't it be nice if buildings and improvements were the same? And leaderheads for that matter.
 
Play the game at least once and you'll see that only LHs are not gifted with this ability.

Quite so, it is kind hard to miss. In fact i think improvements and cityset graphics changed with era right from vanilla.

Also i don't see much, or any, point in era specific graphics for leaderheads.
 
To add a bit of historical accuracy (and cut down on resource overcrowding) I'd like to have a mod that allows more than one resource to be present on a tile (like iron and coal for example).

Can(Has) this be(been) done?
 
To add a bit of historical accuracy (and cut down on resource overcrowding) I'd like to have a mod that allows more than one resource to be present on a tile (like iron and coal for example).

Can(Has) this be(been) done?

This reminds me of something similar that i feel the need for..

certain improvements being stackable on a tile.. not resource improvements but forts, airbases, radar stations, canals, ports and sam sites. You should be able to build all military improvements on one tile (if you want) and without removing the resource improvement underneath.
 
I request a combat chance unit strength. Specific units that perform quite well against other unit should get a bonus. E.g. Axemen that routinely win 70% combats (of course, 90% combats are an almost guaranteed win and should not give a bonus) against horse archers, may get a permanent (in that single game) bonus against horse archers, to represent their strengts.
Of course, the same should apply to mass losses.
I think it may add more flavor to a game that has 6 strength Axemen, 5.5 strength swordsmen with +10% against mounted units, etc. Also, it greatly increases different tactics, as every game is now really different.

Anyway, I understand if nobody's going to make it, since I won't do it myself because of my lack of knowledge.
 
Yes, windmill and plantation upgrade to more modern versions, and generic city buildings do, but what about regular buildings? Is there a way to make an early, middle and late Market? And the improvements don't have XML for this, its in the NIF or something.

Sure you can rationalize in a panorama game that leaders wear traditional garb to diplomatic occasions, and of course in limited era scenarios leaderhead updating is not needed. However, it would be nice.

Not to change the subject, but how abou this? OR building prerequsites? Like instead of this whole "power" structure require Coal Plant OR Hydro Plant or Nuclear Plant for Factory. Like with Bonuses, where you can set a unit up to require Bronze OR Iron. Might be a good project for a first dabble in SDK.
 
Yes, windmill and plantation upgrade to more modern versions, and generic city buildings do, but what about regular buildings? Is there a way to make an early, middle and late Market? And the improvements don't have XML for this, its in the NIF or something.
OK it possible to do that (although the standard game doesn't use it much) just using xml. CityLsysteminfos is the main file to edit.
Sure you can rationalize in a panorama game that leaders wear traditional garb to diplomatic occasions, and of course in limited era scenarios leaderhead updating is not needed. However, it would be nice.

Not to change the subject, but how abou this? OR building prerequsites? Like instead of this whole "power" structure require Coal Plant OR Hydro Plant or Nuclear Plant for Factory. Like with Bonuses, where you can set a unit up to require Bronze OR Iron. Might be a good project for a first dabble in SDK.
 
OK, here's something I can't do myself. Civic linked leaderheads. Not an art change, a total leaderhead change. Each Civilization would have up to 5 leaders available to change to within the game, one for each Civic within a given Civic Option. Some civs would change leaders based on Government civic, others based on Economic or Religions, depending on the civilization itself, but within that Civic Option each civic chosen will be represented by a different leaderhead (potientially, there could be dittos and leaders shared between civs).

For example, the Greeks could use Alexander for Despotism and Police State, Pericles for Representation and Universal Suffrage, and Justinian for Monarchy. They could share Justinian (or rather, really, copies of him) with the Byzantines and Romans.

Also how about a unit (Great Revolutionary?) or spy function Foment Revolution. Automatically works in cities in disorder, possibility to work in cities with angry citizens. When the unit is activated (consumed) the city changes nationality to a nationality selected from among all possible civs (including those not even in the game) EXCEPT the civ of the unit (AI might pick randomly). Alternatively, the unit can cause the entire victim civilization to change a civic (including the revolution).

As for ZenSpyderz idea about fortresses on other improvements, you could make a route type maybe called fortress town that at least has a yield. Alternatively, you could make an array of improvements that combine the effects: Fortified Plantaiton, Fortified Farm etc...Or even "Fortified Town," consumes the worker, taps all resources of any kind, has defensive capabilities of a fortress, and yield. Or just give forts this capability, which would solve the problem of the AI building forts on bonuses outside the fat x even though they can get at least a bonus out of them though not the yield.
 
Hello, everybody :)
I have an idea. Myb smbdy already did this.
I like building wonders, but I don't like the idea of wonder expiring. Sure I could switch wonder expires to NONE, but it affects gameplay.
It wouldn't be bad if wonder, after it expires, start giving you some money (from tourism, myb). Myb to put some parameters, like if you are in war it gives less money (less tourists).
This is myb easy to do by changing some files.

Any idea.
 
Maybe make a quickly built second building, for example "Parthenon Attraction," that requires the Parthenon as a prerequisite building and Printing Press as a prerequisite tech, and generates the gold commerce. So, you have from the time you get Printing Press until you get Scientific Method to build the Parthenon Attraction. Or maybe you can use an obsolete building as a prerequisite, I don't know.
 
Here is my modcomp request:

Instead of or additional to <UnitCombatMods> in CIV4UnitInfos.xml

I would really like to have

<UnitCombatAttackMods> and <UnitCombatDefenseMods>


With those new tags you can easily define an attack/defense bonus vs ALL melee units for example without adding every single melee unitclass to <UnitClassAttackMods> or <UnitClassDefenseMods>.
 
Back
Top Bottom