Mod Component Requests Thread

It's something I could use for my mod too so I'd be willing to have a try making it, I have a couple of ideas of how to do it. The hard part would be making it dynamic, i.e reading Civ4TechInfos.xml and adjusting layout appropriately. At the very least it could be done where you need to manually define how wide each era needs to be.

I really need to finish up the latest version of HR which will be a couple weeks away at least. If you're willing to wait til then I'm happy to attempt this.

Does your mod use BUG or the standard Tech window?

Totally willing to wait, many thanks for agreeing to take a look at it. For my purposes, manually defining the width of the eras is perfectly OK. Oh, and I am using the BUG Tech window.

Thanks!
 
Give me 2 precise ideas, i'll try if i can put them together tomorrow (public holiday here).
Don't forget, the AI will mostly not be able to evaluate the value in a correct way.

If someone remembers a post by me here in that thread earlier, in which i said that some stuff might not be possible for projects: Forget that, i've been mostly wrong :mischief:.

OK, a project that starts a golden age and gives a free great person. :goodjob:
 
After doing what you wanted, i've now again realized what the problems are with projects: They do not have any flavor values or anything else which influences the AI.
So the AI will never ever build a project which has only a python effect :sad:.
Tried to attach a bit AI via python, but that actually wrecked the city AI :mischief:.
I'll open a thread in the SDK section, maybe someone sees why.


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Tried to take a look at the tech screen for the era labels, and that really looks complicated, but doable. The biggest problem that there are several layers in the screen (e.g. the static top panel, but the scrollable main panel), and you have to see where to put the text, and how to make it look pretty.
That's not a job of a few minutes.
 
After doing what you wanted, i've now again realized what the problems are with projects: They do not have any flavor values or anything else which influences the AI.
So the AI will never ever build a project which has only a python effect :sad:.
Tried to attach a bit AI via python, but that actually wrecked the city AI :mischief:.
I'll open a thread in the SDK section, maybe someone sees why.

Well thanks for trying though!
 
ive had this idea for a while:
having units have random strength

Theres alot of expiremental units out there, expecially for World war 1 and 2, and expiremental units would be a cool mod comp id like to do were you take a risk building them, not knowing how theyll turn out, also probably with some work, would be a cool mod since thru time all units were epiremental at some time.

EDIT: If you have interest in helping me, please note there needs to be some limit in it, like older expiremental units can be between 1-10 for example
 
Well thanks for trying though!

That sounds like you don't expect that i solve the problem...

:D

God-Emperor gave a hint in the right direction, the base is already working, the AI will build the projects. Just have to make it a bit smart, will probably be done tomorrow.
 
That sounds like you don't expect that i solve the problem...

:D

God-Emperor gave a hint in the right direction, the base is already working, the AI will build the projects. Just have to make it a bit smart, will probably be done tomorrow.

Wow, very nice! I thought you were saying it was impossible. But hey, I wouldn't put it past you to do the impossible. :goodjob:
 
Not *exactly* what i said ;).

The AI will not build the projects by default, because with only python effects the AI doesn't see ANY real effect, so they are totally worthless for them.
I'm now forcing the AI with some python code to build them, if it fits. Added some random numbers and a short consideration about AI flavor, so this will ingame hopefully make some sense. But don't expect the AI to build the projects in a smart way, they'll probably rather get them by chance, if they are competing with a human player.

So, take a look at them, the files are here and here.
 
Not *exactly* what i said ;).

The AI will not build the projects by default, because with only python effects the AI doesn't see ANY real effect, so they are totally worthless for them.
I'm now forcing the AI with some python code to build them, if it fits. Added some random numbers and a short consideration about AI flavor, so this will ingame hopefully make some sense. But don't expect the AI to build the projects in a smart way, they'll probably rather get them by chance, if they are competing with a human player.

So, take a look at them, the files are here and here.

Nice, thank you! Now I really need to finish that Medieval mod. :goodjob:
 
I would love to see Unique Improvements. Like UUs and UBs, but improvements, like the Romans would have Roman Roads instead of roads, and they would have +1 movement or something... I don't have ideas for all the civs, I was just was playing as Rome and wanted my Praetorians to get to their target faster..
 
Technically that's not a real problem. It's just that every civ would need a worker UU, which can build the new improvement, and explicitely can't build the improvement which replaces it.
Not sure what to do for the other civs...well...france could have a special winery, maybe.
 
Let's see...
Rome: Roman Roads
France: Winery replacement
America: a cottage replacement... like suburb or something
Mongolia: some pasture replacement?

I'll edit when a new one comes in
 
Technically that's not a real problem. It's just that every civ would need a worker UU, which can build the new improvement, and explicitely can't build the improvement which replaces it.
Not sure what to do for the other civs...well...france could have a special winery, maybe.

With SDK modification that's not the case. You could just create a new XML tag or hardcode it.
 
True, but a lot of people don't like to bother with the SDK. I generally don't. Compiling can be a pain.


You could also try using python. CvEventManager.py contains both a def onImprovementBuilt(self, argsList) and a def onRouteBuilt(self, argsList). Unfortunately, neither one returns the unit that built the improvement, or the civilization that owned the unit. If you go the python route, you'll have to settle with having the unique improvements and routes decided by who owns the tile. That means that Roman workers would build ordinary roads when outside of their cultural borders, and that Japanese workers could build Roman Roads while in Roman territory.
 
Once again, you could modify the callback so it takes who built it as an argument.

Of course if you're DLL modding you might as well do what I suggested.

I think it was Afforess who said (to paraphrase) that there's a wonderful world out there in the SDK.
 
I would love to know that as well.
 
Can anyone tell me how i can make it so that the minimap only shows borders over land tiles please help someone

Not sure if this is possible. Either it's in the python, which draws the main interface OR it's coded with the rest of the graphics in the executable. The latter means it's unmoddable :(
 
Looking for a Mod Comp where under a certain civic a civs units will fight as if they have full health all the time, thou still still have same health so die easier.

Hoping to use this as part of a Unique Civic for Japan, copying the Civ5 idea, as a replacement for Vassalage. I can convert it to the UC tags pretty easily, and if someone points to the right files in python/dll i can probably code it myself :)
 
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