Mod Component Requests Thread

And I can just replace which xml file?or is it not xml?
 
Id like to see something for transports (the landing craft ones) for units in them to automatically get the amphibous promotion (only when they are getting off that ship, once they are off they dont get it).

Another way to do it might make a promotion for the transport that does that, either way it would be helpful in my mod, so the landing craft has an advantage over using the frieghter
 
or transport transport, I noticed there was barely a choice..
 
The promo thing would pretty much make the whole amphibious invasion disadvantage obsolete ^^.

Not really good doable in Python.

And I can just replace which xml file?or is it not xml?

No, it's python.
You could just have checked the download ;).
 
FfH allows you to examine the city before deciding whether to keep or raze a city you just destroyed. I believe that that was a simple change borrowed from another modcomp, but I'm not sure which.
 
Most have it, I just thought that a 'You have captured the following wonders in _____' would be nice. So, how would it be added?
 
The promo thing would pretty much make the whole amphibious invasion disadvantage obsolete ^^.

Not really good doable in Python.

It wouldnt since in my game theres a freighter too, and it is stronger and has more cargo, so minus the difference in cost to build, theres no use for a landing craft.

Another idea for it would it not taking a turn to load/unload, ilke unloading only took one movement instead of all of them
 
I wanted to make a few new (awesome)wonders in my mod, but I do not know Python.
I had the idea of the Porcelain Tower doubling the effect of scientists in the specified city, and the Hungarian Parliament to give +10%:culture: from all Jails and Courthouses in the nation.
I could also use the Louvre to sole double the amount of Great Artist :gp:in all cities.
Because I have zero experience with Python, I have zero knowledge about how possible these are.
 
You can make the effect in XML (really easy) but I honestly have no idea how to add your own graphic for it, but I probably will in about a week when I figure out how to add a pic for religions... but, as long as you don't care what it looks like, you can do it in XML... ie, make the Louvre look like the egyptian pyramids
 
You can make the effect in XML (really easy) but I honestly have no idea how to add your own graphic for it, but I probably will in about a week when I figure out how to add a pic for religions... but, as long as you don't care what it looks like, you can do it in XML... ie, make the Louvre look like the egyptian pyramids

Oh, truly? I feel kinda stupid now... But how? I don't see any tags telling buildings to double the effect of SPECIALIST_SCIENTIST. Nor I see one telling the building all BUILDINGCLASS_JAIL should give +10%:culture:. But maybe that's one of the magics of modding I have yet to discover...
I am only learning a bit yet. :mischief:

And about the art work... well, I'll see about that.
 
@The_guy

I am pretty sure that Jwitti is wrong. To do what you describe exactly as you describe it would require SDK work, although there are alternatives that are easy and probably just as good. Buildings can easily provide free specialists slots, but not base them on the number of specialists slots you already have. Buildings can also increase the yields or commerces of specialists, but it the effect would be empire wide and would not effect the great person points given by each specialist.

It is easy for one building to change the happiness granted by another, but not the culture. It would be simple to trigger an event that would increase the yield or commerce of the building (or use python to grant the same effect without needing a new event), but I don't know of a way for one building to change the percent culture bonus of another.





@Sam Ro
It should be just as easy to remove techs as to give them using this CyTeam python function, probably placing it in CvEventManager.py or RandomEventInterface.py:

eTeam.setHasTech (gc.getInfoTypeForString('TECH_SOMETHING'), False, -1, False, False)

The first argument is the index of the tech, the second is whether it would be known or not, the fourth is whether the team was the first to discover the tech, and the fifth is whether to announce the acquisition of the tech. I don't think that the third argument would really matter when removing a tech, but when adding one it would be the index of the team whose research led the team in question to having the tech. If it does not refer to the same team as is being given knowledge of the tech, then it is treated as a tech gained in trade and this cannot be traded with the No tech Brokering game option active.

Note that techs are known by the team, not the individual civilization or player. To get eTeam, take the player index (iPlayer) and do this:

pPlayer = gc.getPlayer(iPlayer)
iTeam = pPlayer.getTeam()
eTeam = gc.getTeam(iTeam)
 
I know for a fact that % culture is in there, but I wasn't aware he wanted building A to change building B..... as for doubling specialist output, I misread that as adding a specialist slot in a building....
 
Traits that change yields on specific terrains would require SDK work.

(Well, you could alternately try using python, but it would require frequent cycling though every tile on the map to adjust their yields based on their owner's traits. It would be really slow and messy, and could cause problems with events that boost the yields of plots. I would recommend against it.)


I'm not exactly sure how to implement it off the top of my head, but would strongly suggest looking at Fall from Heaven 2's source code. This mod does not have traits that give extra yields based on terrain, but does allow terrains to have higher yields for specific civilizations. It would probably not be too difficult to switch from checking the player's civilization type to checking the player's traits.
 
Traits that change yields on specific terrains would require SDK work.

I'm not exactly sure how to implement it off the top of my head, but would strongly suggest looking at Fall from Heaven 2's source code. This mod does not have traits that give extra yields based on terrain, but does allow terrains to have higher yields for specific civilizations. It would probably not be too difficult to switch from checking the player's civilization type to checking the player's traits.

Higher yield for civilizations is ok, it's same as through traits for me.
I have no idea though how to do anything in SDK :lol::lol: so I'll just hope someone is willing to do that :)

If noone'll help I'll change approach (special buildings giving those bonuses), but I still prefer the traits or civs way.
 
If you really don't want to deal with the SDK, you could just borrow FfH2's CvGameCore.dll and xml schema files, plus make some minor changes to other xml files to make sure they remain compatible. There is no need to borrow any of the units or themes in order to take advantage of the new xml tags.


Note that the way extra yields are given to terrains for certain civs is not among the best designed of Kael's changes. He could have made it so that any civ can have altered yields on any number of terrains, but instead made it so that each terrain can have modified yields for only one civ.
 
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