Mod Component Requests Thread

I don't know of any such mod, but I do know that it would be quite simple to use python to block access to a project based on having researched a technology. Just add the bold portion to CvGameUtils.py:
Code:
	def cannotCreate(self,argsList):
		pCity = argsList[0]
		eProject = argsList[1]
		bContinue = argsList[2]
		bTestVisible = argsList[3]
		
[B]
		pPlayer = gc.getPlayer(pCity.getOwner())
		eTeam = gc.getTeam(pPlayer.getTeam())	
		if eProject == gc.getInfoTypeForString('PROJECT_OBSOLETED'):
			if eTeam.isHasTech(gc.getInfoTypeForString('TECH_OBSOLETING')):
				return True[/B]
 
That, will just prevent players with the "obsolete" tech from creating a new "project xxx".
It doesn't make existing "project xxx" benefits disappear
 
Another thing that bothers me is when adjacent AI civs have nearly the same colour, e.g. two shades of yellow. That makes it difficult to see borders.

Is there a mod that lets me change the colours only, manually, or preferably a mod that does it automatically?
 
I placed this request
Hi all, been a while since I played FfH2 as I've been very busy with the Babylon 5 mod I'm working on. But, there was one thing I distinctly remember about the mod which was to do with Promotions. IIRC there are two types of promotions, one for equipment if you have access to certain resources, Bronze weapons if you have access to bronze, iron weapons if you have iron etc etc. Then you have all of the normal promotions available to the units ala standard Civ IV.
I would love to see this change to the promotions as a separate Modcomp it would be perfect for the B5 mod as I would be able to have Promotions for Ships that needed to be paid for (Equipment promotions) and Crew Promotions that reflect the experience earned by the units in combat. Would it be possible for someone to extract the code (C++, Python &/or XML) and post this as a standalone ModComp, if it hasn't already been done?
over on the FFH2 Modders guide as I remember they already have the ModComp i want to use. Does anyone else that is able to work with C++/Python/XML know if what I want can be done?
 
·Imhotep·;11075718 said:
Hi guys,

I tried merging the Great Person Mod, but I just can't get it to work. It doesn't seem to work without running the WoC modules, although Orion wrote it should work. The GreatPersonEvents.py seems to be missing. Unfortunately the original mod is no longer hosted on filefront. Could anyone who still has the original files upload them on CFC?

I will give you an answer tomorrow.
 
I have a few ideas about how to improve the religions system...

1. Minor religions:
Historically, there were many well known religions whose followers were a minority in their countries.
These religions did not have any diplomatic effect, but they had a good cultural effect.
For example: Jainism, Rastafari, Sikhism, Bahai faith, Yarsanism, Shenism, or maybe Gnosticism..
So is there a possibility to mod this like this(?):
A minor religion can't become a state religion.
A minor religion doesn't have monasteries or cathedrals. Only a temple, and a wonder in its holy city.
A minor religion can't build missionaries. It spreads only naturally.
But they all have the same cultural bonuses.

2. Cities start with a religion:
One thing that realy annoys me is that when a city is founded it usually starts without any religion.
It looks a bit weird that by the year 1400 AD I found religionless cities, even if it is in the most cultural area of the world!
Think about it... the settlers have origins... they don't creat a new culture...
So my idea is that when a city is founded, it starts with one of the religions that have been in the city where the settlers originally came from.
It just makes more sense. Because many times I have a chaos of religions in my civilization, and in every new city I found a different religion is spread.
I'm sure im not the only one noticing that.
* You can also make it a bit different in every civic.
For example, in Theocracy a city can only start with the state religion (unless the settler's original city doesn't have the state religion..).
In Organaised Religion a city has a 70% rate of starting with the state religion, and 30% of starting with any other religion from the settler's original city.
In Free Religion it randomally generates one of the original city's religions.
* If a religion is spread in a city right after completing the creation of a settler, that religion wouldn't be able to be the starting religion of the new city that the settlers will find.

3. Ancient pagan religion:
Since the dawn of civilizations, before the well-known religions were founded, people all around the world did have religions.
They weren't firmly established in the society, but diplomatically they were very important.
So I think it should be inculded in the game:
- Every civilization's first city starts with the Pagan religion, and with Paganism as the state religion.
- If you build settlers in a Pagan city, (according to the 2nd idea) the new city they will found will be Pagan.
- If a religion is spread in a Pagan city, the Paganism will disappear from the city in a few years (Depends on how many Pagan buildings are in the city, and how cultural is the city).
- Two Pagan civilizations won't have a relations boost due to their religious similarity. Because throught the history there have been hundreds of different Pagan religions.
But the relationship between a Pagan civilization and a regular religion civilization will be similiar to the relationship between any two civilizations with differrent religions (the same penalty).
-If Paganism disappears from a city, the Pagan buildings will not disappear. They will still have a cultural effect, but they will cause +1 unhappiness.
A good idea is adding a new function to inquisitors - destroy Pagan buildings.
- No Pagan missionaries. Not because of an historical reason.
Just because every city which is not Pagan must have other religions already, so actually Paganism can not be spread.
That will also help Paganism disappear from the world by the time it needs to disappear.
- Paganism does not have a holy city, nor a wonder.
- I haven't thought about monasteries yet.
- Barbarians start with Paganism too.
The goal is to make Paganism disappear from the central civilizations around the beginning of the medival era, but until then, to improve the religions system in the game.
 
I know that #2 already exsists, and I've thought about #3 myself often.
 
Is there any possiblity for an national unit limit like the one on Master of Mana? At start, you can build 20 units maximum (excluding Settlers and Workers). Barracks and other military buildings increasing this limit.

Here Master of Mana mod: http://www.masterofmana.com/
 
Is there any possiblity for an national unit limit like the one on Master of Mana? At start, you can build 20 units maximum (excluding Settlers and Workers). Barracks and other military buildings increasing this limit.

Here Master of Mana mod: http://www.masterofmana.com/

I have seen something in the general forum that did something similar. It was a fairly simple bit of python that limited the number of units you could build by the population of your empire.

Edit see this thread
 
I have seen something in the general forum that did something similar. It was a fairly simple bit of python that limited the number of units you could build by the population of your empire.

Edit see this thread

Thanks. But as i tried on Dune Wars mod, i couldn't get it work. I really don't have any python knowledge and i don't want to commit thread necromancy. So i'll ask here, if this isn't the right place, please warn me.

Dune Wars don't have any CvGameUtils.py file, so i copied original bts one and added this to the place as thread says:

Code:
 		pPlayer = gc.getPlayer(pCity.getOwner())
		iUnitPerPopulation = 4
		iNumMilitaryUnits = pPlayer.getNumMilitaryUnits()
		iPopulationUnitLimit = int(pPlayer.getTotalPopulation() * iUnitPerPopulation)
		return iNumMilitaryUnits >= iPopulationUnitLimit

But it doesn't work. I don't know how to get it work too.
 
Hi. I'm knew here. I'm looking for components:

1. Limits movement range. Units can't move beyond certain range from the nearest city. The range increases with culture, eras, techs like building roads, bridges, etc...

2. Forced labor button to replace "whip". When pressed, converts extra food into hammers, but not more than already produced hammers. And the same amount of food is lost.

3. Tech maintenance. For all the known techs player has to pay each turn 1% of their cost.
 
Hi guys,

I am looking for the code that changes the way culture spreads (e.g. slower for peaks and rivers, faster on plains and grassland). It is used in CtC and other big mods, but none of them seem to post their codework (or I havent found it). I have a certain idea on how this could be done, but seeing that someone has already made all that brainwork I thought I could skip that :) Any help anyone?

Thanks in advance!
 
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