Mod Component Requests Thread

Request for edited civics mod for BtS (assume there are no corporations and espionage):

  • Hereditary Rule--Low--Monarchy--+1 happiness per 10% culture
  • Representation--None--Constitution--No maintenance cost from distance to palace; +3 happiness in 4 to 6 largest cities, depending on map size
  • ---
  • Vassalage--High--Feudalism--+2 experience per specialist; More free units
  • Bureaucracy--Low--Civil Service--+1 production from Workshop, Watermill; +10% production in all cities
  • Nationhood--Medium--Nationalism--Can draft 1 to 5 units per turn, depending on map size; +25% culture in all cities; +1 happiness per military unit stationed in the city
  • Free Speech--None--Liberalism--+100% culture in all cities; +3 science per specialist
  • ---
  • Mercantilism--Medium--Banking--+1 free specialist per city; No foreign trade routes; +2% interest on gold reserves
  • Free Market--Low--Economics--+1 commerce per 10% culture
  • State Property--High--Communism--+50% production in all cities
  • Environmentalism--Medium--Ecology--+100% health in all cities; +1 food per 10% health; anger penalty for civilizations without Environmentalism
  • ---
  • Organized Religion--High--Monotheism--Cities with state religion construct buildings and Missionaries +25% faster
  • Theocracy--Medium--Theology--+1 experience points per priest specialist in cities with state religion; No non-state religion religion spread
  • Free Religion--Low--Liberalism--No state religion; +1 happiness per religion in a city; +10% science and +10% culture in all cities

I'm unable to make most of these changes with an XML editor and would appreciate if someone who knew what they were doing to create these changes for me. Also, as a side request, does anyone know if there's a mod that removes the culture/ science/ commerce percent slide adjustment, or perhaps a simple way to remove the feature without destroying the game?
 
Removing the sliders is easy, its the Commerce Flexibles in TechInfos. I don't think you can get rid of the research or savings one though, just the Culture and Espionage ones. A lot of the stuff you want for civics can't be easily done with XML because there aren't specific tags that do these things, though most of them could be done with buildings. What might be nice is a tag made in SDK for civics that just gives you a certain building in every city while you have a certain civic. Or in Buildings that requires a certain civic for a building, for which I think there IS a modcomp.
 
I have two requests, wonderfully enough.

First request is for a Wonder I will probably be including in my World of Legends Mod, the Bamyan Buddha Statues. The feature for this wonder will definitely require python.

Basically, the Bamyan Buddha Statues increases the max limit of missionaries for that civ to, say, 5 instead of three.


My second request is much more demanding, and basically is a request to somehow make a Mercenaries Mod, where mercenaries are available for hire - much like in Rhyes and Fall - except this time standalone.
 
:

  • Hereditary Rule--Low--Monarchy--+1 happiness per 10% culture
  • Representation--None--Constitution--No maintenance cost from distance to palace; +3 happiness in 4 to 6 largest cities, depending on map size
  • ---
  • Free Market--Low--Economics--+1 commerce per 10% culture
    [...]
  • Environmentalism--Medium--Ecology--+100% health in all cities; +1 food per 10% health; anger penalty for civilizations without Environmentalism


  • Can't be done in python :(.

    [*]Vassalage--High--Feudalism--+2 experience per specialist; More free units
    [...]
    [*]Theocracy--Medium--Theology--+1 experience points per priest specialist in cities with state religion; No non-state religion religion spread

    Here :).

    [*]Bureaucracy--Low--Civil Service--+1 production from Workshop, Watermill; +10% production in all cities

    [*]Nationhood--Medium--Nationalism--Can draft 1 to 5 units per turn, depending on map size; +25% culture in all cities; +1 happiness per military unit stationed in the city

    [*]Free Speech--None--Liberalism--+100% culture in all cities; +3 science per specialist
    [*]---
    [*]State Property--High--Communism--+50% production in all cities
    [...]
    [*]Organized Religion--High--Monotheism--Cities with state religion construct buildings and Missionaries +25% faster
    [....]
    [*]Free Religion--Low--Liberalism--No state religion; +1 happiness per religion in a city; +10% science and +10% culture in all cities

    Can be done through .xml (besides the missionaries, i think).

    [*]Mercantilism--Medium--Banking--+1 free specialist per city; No foreign trade routes; +2% interest on gold reserves

    Tsentom has done a wonder with the last effect, can maybe be ported (this one).




    I have two requests, wonderfully enough.

    First request is for a Wonder I will probably be including in my World of Legends Mod, the Bamyan Buddha Statues. The feature for this wonder will definitely require python.

    Basically, the Bamyan Buddha Statues increases the max limit of missionaries for that civ to, say, 5 instead of three.

    Look here.

    My second request is much more demanding, and basically is a request to somehow make a Mercenaries Mod, where mercenaries are available for hire - much like in Rhyes and Fall - except this time standalone.

    This is a really complex thing.
    I've tried to rip the system from Broken Star some time ago, but the button replaces one of the existing buttons, and i also can't see, where's the AI for the feature.
    I've also tried to port a FfH2-modmod, but it seems, that i don't have the abilities to do that :(.
 
Look here.



This is a really complex thing.
I've tried to rip the system from Broken Star some time ago, but the button replaces one of the existing buttons, and i also can't see, where's the AI for the feature.
I've also tried to port a FfH2-modmod, but it seems, that i don't have the abilities to do that :(.


I'm assuming that the Herc Factory Mod also has python code to allow just an increase in the cap limit, instead of removing it overall?

---

Also, I also have another modcomp request again.

Simply, can anyone make a BtS version of the BarbarianCiv by jdog? Apparently he is not here anymore, and BarbarianCiv was made for warlords, not BtS.
 
I'm assuming that the Herc Factory Mod also has python code to allow just an increase in the cap limit, instead of removing it overall?

I don't know, what you mean :confused:.

Technical it doesn't remove it, it overrides it.


Also, I also have another modcomp request again.

Simply, can anyone make a BtS version of the BarbarianCiv by jdog? Apparently he is not here anymore, and BarbarianCiv was made for warlords, not BtS.

Last activity: May, 7th -> you should ask himself.

I've looked at it just now, and it's a bit more complex, but i could try it maybe next weekend, if i find some time.
 
I don't know, what you mean :confused:.

Technical it doesn't remove it, it overrides it.

I guess what I meant was that with the code from the Herc Factory, is it possible just to change the cap limit, instead of removing it all together? Or does the code only allow for the removal of the cap limit?



Last activity: May, 7th -> you should ask himself.

I've looked at it just now, and it's a bit more complex, but i could try it maybe next weekend, if i find some time.

Oh. I must have misread it. I thought the last activity was last year or something.:D

Thanks for your efforts!:D
 
I guess what I meant was that with the code from the Herc Factory, is it possible just to change the cap limit, instead of removing it all together? Or does the code only allow for the removal of the cap limit?

No, allows also that.
Do you want a higher cap for all missionaries or only for the missionaries of the state religion?
 
No, allows also that.
Do you want a higher cap for all missionaries or only for the missionaries of the state religion?

I'm not sure at this point, though I guess both would be fine. I'm supposing the second option may require some more python work?

And thank you for the help.:)
 
Here it is.
Set's the cap for all missionaries to 5, and removes the monastery prereq, because i was not sure, if/how it would interfere with organized religion.
The effect is atm attached to the palace, but you should be able to change that ;).
 

Attachments

Wow. Thanks a lot! Your help shall not be forgotten. (But let me test it around first, anyways... ;))
 
I was wodnering if I could get some one to make me a tiny little trait mod mew?
I tried looking at the programing codes but thier just way out of my league mew.
I just know some basic, C++, HTML, and PHP mew.
Nothing close to this level of difficulty mew.

Explorer -- Free Guerrilla I and Woodsman I promotions for Recon and Gunpowder units.
Double production speed of Monastery.
Twice as likely to discover hidden resources.

I figure the free promotions to the recon and gunpowder units and the double production part would be easy and if that was all I would just mess with stuff till i figured it out myself mew.
But with this trait design I gave it an ability that I just have absolutely no clue on mew.
What I figure in my head is that any occurance that potentially gift a new resource to the civilization would have twice the chance for civs with this trait mew.
For instance I have seen whale resources appear off the coast and worked hills have sprung up resources mew.
There is also a few events that give resources mew.
All of these would be twice as likely to happen for the players with this trait mew.
I am actually not sure if this ability is even possible mew.
I hope it is mew.
I think this trait is well balanced and would be interesting to play mew.
Any opinions on it would be greatly appreciated mew.
Thank you mew.
 
Double chance for discovering a resource would be a real problem in python.
The chance itself is connected to the improvements, and there's no way to get access to them through python, i think.


I feared it might be to difficult if not out right impossible mew.
The theme idea is a natrure based society mew.
A civilization the developed in forests and hills mew.
Well with promotions exactly for those I just copied the Protective trait some mew.
With the units being explorers and hunters I tried to pick two buildings that matched that in some way but only one came close to fitting mew.
Monastaries which were commonly built out int he wilderness alone and offten the first buidling to what eventually grew to be cities mew.
So I chose it for a doubel production mew
With so many already saying protective is to weak and me modeling this off of it with one less building to double I figured a special trait would balance things mew.
Being a nature civ trait I figured they be better able to find hidden resources to help them survive mew.
Maybe doubling the odds of finding a resource is the wrong path mew.
But I feel that somethign to enhance resource aquisition would fit best mew.
 
techs between each era that can only be researched by GPs to advance into each era

ancient to classic one GP
classic to medieval two GPs and so on
 
a) please don't miaou arond here, that stresses my nerves.
b) a higher chance of discovering a resource directly after building an improvement could be done very easy.

A) Miaou Is this your version of my Mew's mew?
B) Can you please explain mew?
 
I would love an extra field in the improvementinfo.xml.
Either ihealth or ihealthpercent.

I tried to copy it to improvementinfo.xml.
<iHealth>1</iHealth>
Didnt work

I tried to put it into the terrainschema.xml
<element type="iHealth"/>
That didnt work either.

Then I tried to add it to CvInfos.cpp and CvInfos.h
by copying the ihappiness effect.
Ofcourse that didnt work....

Does the cvinfos need to be packed in gamecore.dll?
or am I going in a completely wrong direction?

(Yes. I'm a completely noob when it comes to modding python and sdk)

Please help a desperate modder :-(
 
@vincentz
Try this tutorial. Follow the cloning an existing boolean tag instructions, but adjust things for the fact you're cloning an integer tag instead of a boolean. I was able to get through it an have added a couple of new tags to my mod by following the directions here. I'm not a coder, everything about programming I've learned from Civ4, and specifically from tutorials like this one:

An Idiot's Guide to the Dll

Also feel free to ask questions in the SDK/Python forum. If you're actually putting effort into it, there are those like Emperor Fool, and Xienwolf who are very helfpul in figuring out what's going wrong in your code, etc.
 
Back
Top Bottom