Mod Component Requests Thread

The game option part is simple. I'll show you how to make it an option if you get Mylon's code merged. It's all of 3 or so lines.
 
Is any mod? I know we both think our mods are bug free, but I'm sure we'll both be proved wrong, sooner or later. ;)

I don't think so! There is nearly no day I'm not gonna find a bug in CCV. I'm producing new CCV versions in record time just to debug it at the moment. But if somebody tells me that there is a bug in my mod or code I think about it.

I'll give you a hint. Take a look at the pic from Cybah again. Only one valid plot. The plot in the north. Opposite plot. Lets say first value = 10. Second value again 10. Possible. Opposite /25. Result 20/25 = 4/5 < 1 = int 0. Only valid plot ignored.

My two cents about AUA and your nice comment. ;)
 
I'll give you a hint. Take a look at the pic from Cybah again. Only one valid plot. The plot in the north. Opposite plot. Lets say first value = 10. Second value again 10. Possible. Opposite /25. Result 20/25 = 4/5 < 1 = int 0. Only valid plot ignored.

Totally possible; and I understand your math. Looking at the picture now; if your situation occurs, and the ship fails to find a valid plot, it moves to the next function down, AI_huntRange(10, 60, true), and if that fails as well, it will just retreat back into the city. Considering the situation, that does not seem like a bad decision to me. What does the ship gain from always moving back and forth?
 
The game option part is simple. I'll show you how to make it an option if you get Mylon's code merged. It's all of 3 or so lines.

I believe other modders/players will be interested in an bug free game option as well.
 
Hello!

I am wondering if anyone has made a mod that allows every player in a multiplayer game to build each wonder on their own, rather then having people race to finish them before one another. I've done some browsing of the forums but haven't seen such a thing so I defer to the experts!
 
Hello!

I am wondering if anyone has made a mod that allows every player in a multiplayer game to build each wonder on their own, rather then having people race to finish them before one another. I've done some browsing of the forums but haven't seen such a thing so I defer to the experts!

Stupid question. What is the difference between a team wonder and that what you are looking for? To make the current wonders team wonders you would just have to do some little XML changes on your own.
 
Perhaps if I explain my situation it will help clarify your confusion. I play with a group of friends who enjoy playing on the same map but do not typically compete or war against one another. We like controlling our own civ (so we don't play on teams) but typically work together against the AI. Frequently we find ourselves wishing that we each had access to every wonder rather then having to work out who builds what since only one is allowed, period.

I figure we can't be the sole group of people who like to play that way so am looking to see if anyone has concocted a solution. Forgive a first-time poster who doesn't know the lingo - does the "team wonder" setting specifically allow every civ to make that wonder whether it is already on the map or not? If so, that's the sort of answer I am looking for.
 
You can relativly fast create a mod like this on your own ;).

Go to your BtS folder (Standard path: C:\Program Files\Firaxis Games\Civ4\BtS\) and create in the mod subfolder there a new folder for your mod, e.g. "MyMod".
Then copy the BtS\Assets\XML\Buildings\buildingClassInfos.xml to the same folder in your mod (-> create these subfolders).
Open the XML file (rightclick, open with notepad/wordpad), search for iMaxGlobalInstances, and if the value there is 1, change it to -1, and change at the same place, 2 lines beneath it, the value for iMaxPlayerInstances to 1.
Save the file, done.

Stupid question. What is the difference between a team wonder and that what you are looking for? To make the current wonders team wonders you would just have to do some little XML changes on your own.

You know Thomas, that's very unfriendly to a newcomer here.
Please look to whom you're talking to.
Such welcomes do not really attract new users.
 
You know Thomas, that's very unfriendly to a newcomer here.
Please look to whom you're talking to.
Such welcomes do not really attract new users.

Unfriendly? :eek: I want to help and just want to know if I had missed a problem. But when I ask I'm unfriendly?

Okay. No help from me anymore.

&#8364;: Welcome to this forum.
 
This accomplished exactly what I was looking for and your directions were very easy to follow. Thanks a lot for the polite and timely response The J!
 
Unfriendly? :eek: I want to help and just want to know if I had missed a problem. But when I ask I'm unfriendly?

You should look a bit at how you write ;).
The "stupid question" didn't seem to refer to the question you asked, it seemd like it was targeted at the quoted post.
-> sorry, a missunderstanding :blush:.
 
You should look a bit at how you write ;).
The "stupid question" didn't seem to refer to the question you asked, it seemd like it was targeted at the quoted post.
-> sorry, a missunderstanding :blush:.

Oh. Now I see why you said unfriendly. Didn't think about this interpretation. Okay, my mistake. Sorry.
 
Sorry to be coming so late to the party - but i've had an idea i've been wanting to share for ages: :p

Goodie huts are cool. :cool::thumbsup:
Cottages -> Towns are cool. :goodjob:

1) Would it be possible to have cottages spawn automatically?
Eg. Each turn, each tile would have a 0-12% chance that a cottage would appear on it based on the following modifiers:
-adjacent to a river / on a road (+1%)
-adjacent to a water tile (+1%)
-containing or adjacent to a forest/jungle tile (+1%)
-containing a bonus resource tile (+1%)
-at the crossroads of rivers/roads (+1-2%)
-on the same river or road as another cottage, town, city or goodie hut (+1%)
-distance from another village, town, city or goodie hut (5-X%), where X is the distance in tiles (Thus, even the most likely tile becomes 0% at a distance of X>=12, tho' this would be unlikely if the standard spread of goodie huts were to occur at the start of the game)
-containing desert/tundra (-10%)
-containing peak/water (reset to 0%)
(I'm not wedded to these particular modifiers if anyone has better ideas here)

2) Would it be possible for towns in the wilderness (/fog of war) to have a 5% chance per turn of becoming goodie huts?

To prevent towns from becoming too numerous, barbarians & wild animals would be more frequent and automatically pilliage any cottage->town they come across.
Barbarians might also be allowed to trigger goodie huts? say: 1%/turn chance of triggering more barbarians AND 1% chance/turn of triggering new city.
imho this would remove the need for civilizations such as the Mongols, Zulus, Vikings etc. since they are effectively barbarian states. :viking:

Also, I don't mind the idea of workers not being able to create cottages (but maybe settlers being able to), but if that's the case - roads should probably add to commerce as in the original civs. :traderoute::commerce:

Also it would be great if certain tile improvements could be built on top of each other without removing the other; specifically:
watermills on cottages->towns
watermills on windmills/workshops & vice versa
watermills on irrigation & vice versa
watermills on forests & vice versa
windmills on irrigation & vice versa
windmills on mines & vice versa
radar towers on forests & vice versa
radar towers on mines & vice versa
radar towers on forts & vice versa

Lastly, what about a 25-50% chance of units ending their turn in the desert being lost/dying of thirst? :deadhorse:
(unless they ride on camels or a modern vehicle, that is)

(V.Sorry for any misunderstandings i may have or if anyone's already posted these ideas, i feel like i've been trawling this thread for hours..:blush:)
Also, please allow me to pay brief tribute to Jdog, Lemmy, Paul Murphy and the many other modders and idea-people who have made an already awesome game even better.:thumbsup::goodjob::clap::worship::hatsoff::woohoo::salute::beer:

Huh, very good idea. I'll start on something...

A useful component would be a change to the game that disables units automatically moving into a tile when they defeat the last unit in a stack on the tile. That has been a major hole in combat since the beginning, and I'd like it fixed.

If you don't understand it, say there are a bunch of enemy units stacked in one tile and a bunch of yours in another nearby. You can attack the units in the next tile over without much risk, because so long as you don't kill them all, your attacking unit stays in the tile with all of its allies, including medics that can heal it back up. If it is defeating the only unit left in the stack, though, it will go into the next tile automatically, be stuck there, and essentially be a sitting duck to enemy reinforcements since it's been weakened in battle and there's no stronger ally to take the blow instead. Sometimes you'll have units that can move into the next tile manually to help the other, but sometimes they'll all have spent their move.

Tag, I'll see what I can do.
 
Back
Top Bottom