Mod Component Requests Thread

The only way to do this, is to create a new feature, which generates fresh water.
That's no problem for cities (i already to that in my mod), but for an improvement, it would remove the jungle/forest.
If you're fine with that, i could do it.

Yes, I'd be fine with that.
 
Imo we really need an obsolete tag for units, so the AI won't be able to build macemen anymore when grenadiers are available (but not riflemen).

Is anyone able to write it (sdk) ?
 
Imo we really need an obsolete tag for units, so the AI won't be able to build macemen anymore when grenadiers are available (but not riflemen).

Is anyone able to write it (sdk) ?
If you make the unit upgrade to the next type (e.g. Musketman --> Rifleman) it doesn't let you build musketmen once you have rifling.
 
If you make the unit upgrade to the next type (e.g. Musketman --> Rifleman) it doesn't let you build musketmen once you have rifling.

No, not like that. See: Macemen.

If you skip over Military Science, and get rifling (not too uncommon), you can build maces and Rifles side by side until Assembly Line (allowing you to build CR Maces and upgrade :eek:). Cybah is talking about once you get a certain tech or something, you can no longer build them (right?).
 
Is anyone able to write it (sdk) ?

I guess, here's nobody, who's "free" for that.

Good question...
I'll search on the graphics forum. If I find anything I will link it. If not, I'll make a request.

Edit: I found a link to a city improvement: An ancient well. Would you mean it's usable for our purposes?
http://forums.civfanatics.com/downloads.php?do=file&id=2623

The questions is: Is it usable for what you want ;)?
Yes, imho it fits :).
I've only found a fountain (a really nice modell), but that doesn't really fit.
 
No, not like that. See: Macemen.

If you skip over Military Science, and get rifling (not too uncommon), you can build maces and Rifles side by side until Assembly Line (allowing you to build CR Maces and upgrade :eek:). Cybah is talking about once you get a certain tech or something, you can no longer build them (right?).

right. :)
 
A unit appears in the build list until you can build ALL the units it upgrades to. If it can upgrade to 5 different types of unit and you can build 4 of them, the primordial unit will still be there. Its not just about tech, its about bonuses and buildings and other restrictions. Its just about whether you can build the successor units.

You want the AI to be doctored to not do something because it doesn't make sense, but is still possible. The simplest way to do this is to just make musket upgrade to grenadier and grenadier to rifleman. My guess is the reason the AI makes stupid upgrades is because it can afford them and it likes to upgrade. What's really needed is something more general that tells the AI to upgrade more smarterer. In my wishes for an AI I think about what algorithm I use when I play. All units cost the same to maintain, so you want few and better units rather than more and worser. Thus whenever possible, I upgrade units that have an above average number of promotions, even if I have to cut research for a turn or two to afford it, upgrading them as far as possible. Rather than upgrading everything as soon as I can afford it from my savings. Which is probably an oversimplification of what the AI does (I haven't looked) but what it often amounts to. A leaderhead value of some kind would be ideal, so all AI don't act the same. iPromotionsPercentileToSacrificeToUpgrade and iMinimumCivAdvancementPercentileToSacrificeResearchForUpgradeMoney spring to mind.
 
The questions is: Is it usable for what you want ;)?
Yes, imho it fits :).
I've only found a fountain (a really nice modell), but that doesn't really fit.

Yes, it's usable for what I want. But if it's only for my sake, I don't need anything else than whatever you did to make a feature appear in a city... I can do anything else myself.
 
Okay, here it is.
I'll maybe put it in the download db later.
I don't know, why the helptext for the improvement well doesn't show, that it adds water :dunno:.
The city effect is attached to the aquaeduct (+Hamam/Baray).
Search for "water" in the CvEventManager.py, if you want to change something.
The AI will not know, how to use the well, but i've made it buildable on desert and +1 :food:, so it will sure be built in very poor terrain.
 

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I just had an idea, although I do not know how realistic it is:
In the game, when we lose control of our capital, the palace relocates to another one of our cities. I was wondering if the game could automatically shift the palace to our original capital city, if/when we recapture it. However, I have no idea how to implement this into the game. :( Can somebody please help me?
 
I could use a simple Python component:

I need some code that would give the Financial trait the ability to have an extra 2 gold per trade route. That's it. Any help would be appreciated and credited...

Cheers,
ripple01

Another fairly easy Python request:

Code that would allow a trait to grant +x extra commerce per specialist. I would use this to give +2 beakers per scientist.

I need both of these abilities to put the final touch on my mod. I would GREATLY appreciate any one taking this one and would give you mad props in my credits...

Cheers,
ripple01
 
Okay, here it is.
I'll maybe put it in the download db later.
I don't know, why the helptext for the improvement well doesn't show, that it adds water :dunno:.
The city effect is attached to the aquaeduct (+Hamam/Baray).
Search for "water" in the CvEventManager.py, if you want to change something.
The AI will not know, how to use the well, but i've made it buildable on desert and +1 :food:, so it will sure be built in very poor terrain.

OK, thank you :)
 
I just had an idea, although I do not know how realistic it is:
In the game, when we lose control of our capital, the palace relocates to another one of our cities. I was wondering if the game could automatically shift the palace to our original capital city, if/when we recapture it. However, I have no idea how to implement this into the game. :( Can somebody please help me?

That's a bit problematic.
What, if you lose your original capital, and then lose the city, where the palace was relocated to? Should the palace be relocated also to the second city, if you capture it?

Another fairly easy Python request:

Code that would allow a trait to grant +x extra commerce per specialist. I would use this to give +2 beakers per scientist.

I need both of these abilities to put the final touch on my mod. I would GREATLY appreciate any one taking this one and would give you mad props in my credits...

Cheers,
ripple01

Not sure, if that's doable, i'll maybe try it.

What about my response to your first request?

OK, thank you :)

Glad to help :).
 
Not sure, if that's doable, i'll maybe try it.

What about my response to your first request?

TBH, I wasn't quie clear what you meant. Could you rephrase it, possibly? If you could help with either request, I would be elated. :)

Cheers,
ripple01
 
TBH, I wasn't quie clear what you meant. Could you rephrase it, possibly?

I meant, that the 2 gold per trade route could be done, and you'd get a message every turn, how much was generated, but it would not be displayed in the financial adivsor, not in the city screen at the traderoutes, etc.
I do not really have the ability to mod the screens atm :(.
 
@-sr: :blush: made a mistake in the xml, i'll upload the fixed version later.

Oh I see. Well, I'll take what I can get, if you're willing to do it. :)

:)
But bad news:
There's no way to manipulate the specialists :(.
Maybe you could try a special palace, that would work.

Hi guys,

I have just a smale request: I need a DLL with 60 Civs. Can someone make it for me?

Are 40 or 50 not enough?
 
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