Mod Component Requests Thread

Hi all
In the course of developing the Babylon5 Mod I've been going through the XML files and have come across a couple of things that I'd like to see changed/amended.

1. The global defines file governs how many turns pass before Barbarians appear. I would far rather have an XML tag in the CIV4GameSpeedInfo so that each game speed can have a different start turn for the appearance of Barbs.

2. Promotions also need a new tag for the Babylon5 Mod. I want to add an xml tag that gives a percentage reduction to maintenance costs for the ships.

Are either of these things possible?
 
Since I expect frequent merges I don't want to sort them manually each time. I'll try to find some XML editor that allows to sort certain items alphabetically.

I had no luck with my search so I created a small app to sort civilizations and leaderheads automatically. If you are interested you can find it here.
 
this request is for afforess mainly but also for anyone want to make this improvement.

hi! i've merged the advanced diplomacy in my mod.
i' would like to merge also realistic diplomacy but i lack the edited files to create the cvgamecoredll to use your edited xml of leaderhead.

please attach it so i can merge also realistic mod.

2 request.

can you edit/make a mod to offer in the dilplo screen the chance to enter in war already in progress in exchange of tech/gold/cities. would be great if you can offer this possibility also when the AI request you to enter in war. it's fine also if the re-negotiation would give less bonus o a little malus (as a little refuse) in the relation.
i'm tired of having only the option of aid or not aid ì, i would like to negotiate my aid.
 
I added a Tower of Eyes wonder (used the very nice Orthanc model) that should give full visibility of the map (pretty overpowered, I know ;) ). Revealing all tiles is quite easy. What I want though is visibility like in Worldbuilder, but my tries altogether failed. Any hints?
 
I have no coding knowledge and was wondering if someone could edit the AI, I'd like to play a game without the AI making cities 3-4 squares away, while spamming them without penalty as well. I don't know if this is too much to ask for but because of the horrid spam I am losing so much interest to play the game now.
 
Hi,

I had raised the issue at some point BASE Mod ever wanted and it now because it was not accepted there, put in my own mod.

It is a question as the title suggests, correctly, that can travel on the triremes in Civ 1 to the open sea or ocean, but just go down with the probability of you.

An example:

= 1% chance that coastal ships go down (also on the coast can lead to severe weather)

Sea = 50% probability that ships go down

Oceans = 80% probability that ships go down

Maybe there should also be a chance for bigger and more modern ships to sink.

How could we implement this approach game most?

This is for the XML. But maybe I know if it works. can someone please check it.

iNumUnits = pPlayer.getNumUnits
for i in range iNumUnits:
PUnit = pPlayer.getUnit(i)
if pUnit.getUnitClassType() == gc.getInfoTypeForString("UNITCLASS_GALLEY") or pUnit.getUnitClassType() == gc.getInfoTypeForString("UNITCLASS_TRIREME"):
iX = pUnit.getX()
iY = pUnitX.getY()
pPlot = CyMap().plot(iX(),iY())
if pPlot.getTerrainType() == gc.getInfoTypeForString("TERRAIN_OCEAN"):
iChance = 50
elif pPlot.getTerrainType() == gc.getInfoTypeForString("TERRAIN_COAST"):
iChance = 1
elif pPlot.getTerrainType() == gc.getInfoTypeForString("TERRAIN_TIEFSEE"):
iChance = 80
self.iUntergang = self.getRandomNumber( 100 )
if iChance > self.iUntergang:
pUnit.kill(False,iPlayer)
 
First of all, that is clearly python rather than XML. Second, since you used
rather than
Code:
 brackets, we have no way of discerning the all important indentation which could be incorrect and causing problems. Third, you keep using pUnit but never defined it, as this is a case sensitive language and you wrote PUnit instead. Fourth, we need to know where you want to put this code. I think it should probably work in either onBeginPlayerTurn or onEndPlayerTurn in CvEventManager.py, but there may be much better ways to implement it. 


@Chadwick
I don't know much about altering the AI, but I do know that changing the minimum required distance between cities (which applies to the AI as well as human players) is one of the simplest possible changes. Just edit this one number in GlobalDefines.xml:
[code]
	<Define>
		<DefineName>MIN_CITY_RANGE</DefineName>
		<iDefineIntVal>[B]2[/B]</iDefineIntVal>
	</Define>
 
OK, someone more experience correct me if I'm wrong, but:
Go the Firaxis/Civilization 4/Beyond the Sword/Assets/XML folder and right click on 'GlobalDefines.xml' and from the drop-down menu select 'Edit'
scroll down until you see:
Code:
	<Define>
		<DefineName>MIN_CITY_RANGE</DefineName>
		<iDefineIntVal>(Whatever number is the default)</iDefineIntVal>
	</Define>
to that mentioned above.
 
(NOTE: THIS PROBABLY REQURES SOME C++ PROGRAMMING)
For my mod, I am trying to have a promotion (I will release the version of my mod with this promotion tomorrow) called Counter Sniper that reveals all Sniper units to units with the promotion when a Sniper is in that unit's visible range. Anyone who wants to do this can go to the thread for my mod (look in my sig and click the Special Forces link)
 
Resources Dll only can someone make a resource dll only mod that will give more than the fix limit of 65 resources. woc does this but I do not want modularloading just a simple Dll that will give us more resources. Please if this is done please add only the SDK files the where use to make the Dll. I have CodeBlocks that I use to make Dlls with, when a mod has modularloading use in its SDK files I can not make a dll I get errors at the end. I reworked The Resource Mod using woc files and its Dll works find but I want to add in the Unofficial 3.19 Patch and maybe some others things to the mod. So thats way I'am asking for a simple Dll with only the changes to the SDK files to get a Dll that will give more than the fix limit of 65 resources. The Resource Mod has 109 resources in it. I thankyou anyone who will make this and a BIG Thankyou to all the mod makers out there.
 
(NOTE: THIS PROBABLY REQURES SOME C++ PROGRAMMING)
For my mod, I am trying to have a promotion (I will release the version of my mod with this promotion tomorrow) called Counter Sniper that reveals all Sniper units to units with the promotion when a Sniper is in that unit's visible range. Anyone who wants to do this can go to the thread for my mod (look in my sig and click the Special Forces link)

Using only xml you can easily implement multiple types of invisibility, and give different units this kind of invisibility and the ability to see through it.

I believe that allowing promotions to grant the ability to see through invisibility does require C++, but it should be a fairly simple change. It is already used in many mods (including FfH2, with which I am the most familiar), so there are source codes you can use as an example.

If you want different promotions to make different invisible types visible it would be a bit more complicated, but I believe that there are mods (or at least modmods of FfH2) that you could use as an example there too.
 
HI to all and good christmas

i've another need. sorry to bother you. i've successfully merged the mod commanders with my borning mod. but i need to give the commanding ability and their bonus to a unit and not to the GG. this because i want continuing to have the chance to boost my troops AND have the chance to merge the GG with them to gain special promotion as medic III. with the commander mod this is not possible because you need to sacrifice the GG and therefore it can no longer boost the troop. so if you want the boost you lose medic III and similar promo. so i've created a unit called commander which get only the promotion of commander mod, cost 200 hammer and is limited in number. but the game doesn't grant the bonus of promotion of commander unit to the troop as it does with the GG(which i don't want to receive the commander promotion.). where is the lie whic identifies the commanding unit. in a word how can i make the unit "commander" entitled to grant the promotion bonus to their troop as is in the commander mod for GG? please help me
 
oh that reminded me, is it possible to make it so that, with the GC modcomp, the GG that becomes a GC can still settle in a city or make a Military Academy later.. as if he retired to teach or something
 
can anyone make a mod to offer the AI a war in conjunction?

i explain

now i can

1 agree on request of the AI to start a war against another AI

2 request to an AI to start a war against another AI in the diplo screen (but it can "think" to start alone)

i would like to hace the option to offer my war in exchange his war against the same AI so that at the end of diplomacy the game puts BOTH at war against the 2 AI.

and also i would like to offer my war in exchange of something (tech/city/gold/vassal) against the AI it's at war with.

pleeeaaaassseeeeeee! as christmas present for all us! :cool:
 
I would like to have stealth promotions: Invisible on Ice/Tundra, invisible on Forest/Jungle, invisible on Desert, invisible on Hills.
 
Hi all, Happy New Year.

I've been trying to add some Civics that are specific to a Civilization for the Babylon 5 Mod we are working on. So far I have created the Civics I want to use but I have found no way of setting it so that only one or two specific Civs can use the Civic. I'm pretty sure it would involve some Python work for which I am ill suited to do. We do have the Multiple Favourite Civics ModComp included but this still leaves the other Civ's free to adopt the Civic should they wish to. My intention is for the Civic to only be available to the Civ it is designed for. So for example, the Centauri and Dilgar are Imperialistic societies so they would be the only ones able to adopt the Imperialism Civic I have designed. Likewise the Minbari should be the only ones able to adopt the Warrior Caste and Worker Caste Civics I have put together.

I realise that using Traits might be a better way around this but that would mean creating new traits and at the moment I feel I have too many of them as it is.

So! If anyone can help me out with this request I would very much appreciate it.

Doesn't matter, found this.

Unique Civics
 
Make the civics require the x tech, have the desired civs start with it, and make it so that you can't research it. easy as pie.
 
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