Mod Component Requests Thread

If this has already been done then i apologise in advance.

I have had another idea for a ModComp. Currently the CivLeaderheads allow for one favourite Civic. Is it possible to add to this so that the AI and players can have more than one favourite civic.
With this you would be able to do the following. Stalin could then have State Property and Police State as his favourite Civics.
Elizabeth could have Hereditary Rule, Vassalage and Serfdom.

Whilst this may then tie down the Civ that has multiple Favourite Civics it could be used in histoical Scenarios to reflect what leaders were more likely to do as opposed to adopting civics that are more powerful. This can be compensated for by giving some kind of bonus to those Civs that adopt their favoured civic offsetting the advantages given when taking a more modern civic like Democracy. After all Elizabeth was an Absolute Monarch, whereas Victoria was a Constitutional Monarch. These Leaders were picked as the easiest to demonstarte what i was aiming for.
 
If this has already been done then i apologise in advance.

I have had another idea for a ModComp. Currently the CivLeaderheads allow for one favourite Civic. Is it possible to add to this so that the AI and players can have more than one favourite civic.
With this you would be able to do the following. Stalin could then have State Property and Police State as his favourite Civics.
Elizabeth could have Hereditary Rule, Vassalage and Serfdom.

Whilst this may then tie down the Civ that has multiple Favourite Civics it could be used in histoical Scenarios to reflect what leaders were more likely to do as opposed to adopting civics that are more powerful. This can be compensated for by giving some kind of bonus to those Civs that adopt their favoured civic offsetting the advantages given when taking a more modern civic like Democracy. After all Elizabeth was an Absolute Monarch, whereas Victoria was a Constitutional Monarch. These Leaders were picked as the easiest to demonstarte what i was aiming for.
Huh, very interesting
 
Would it be possible to have two sets of Promotions, one for Crew and the other for Units.
My reason for asking is as follows. At present most Promotions for Units in Final Frontier/B5 reflect improvements in equipment but not improvements in the quality of the training of the units crew. I've made some changes (mostly in the XML) that reflect this however there are some Promotions that don't conform to what i want. e.g. Armour promotions reflect an improvement in the alloys and construction of a ship not an improvement in crew training.
What i would like to propose is having Promotions split between the training of Crew and the Improving of Units. So, instead of having the single Civ4PromotionInfos you would have Civ4CrewPromotions and Civ4Unit Promotions.
All you would need to do then is divide up the current promotions into the relevant folder.
There are also a few other changes that would need to be made. The promotion buttons would need to be different colours for Unit and Crew promotions.
There would need to be a different set of parameters added. Unit upgrades would only be able to be done at a City(Solar system for B5) or a Fort/Military base (Starbase for B5) and there would be a cost involved.
Crew Promotions would also cost, at least for the crew to become Trained. Once a unit has a Trained Crew Promotion it can improve that from Trained to Experienced to Veteran to Elite at no cost. Alternatively if the Unit has a Trained Officers Promotion then the Unit can earn Crew Promotions without having to pay for it.
Don't know what can be done with this especially with Civ5 right around the corner.
 
Does anyone know of a simple way to allow naval units to enter another player's forts if an open borders agreement has been signed by the two players in question (in BtS)?
 
Would it be possible to have two sets of Promotions, one for Crew and the other for Units.
My reason for asking is as follows. At present most Promotions for Units in Final Frontier/B5 reflect improvements in equipment but not improvements in the quality of the training of the units crew. I've made some changes (mostly in the XML) that reflect this however there are some Promotions that don't conform to what i want. e.g. Armour promotions reflect an improvement in the alloys and construction of a ship not an improvement in crew training.
What i would like to propose is having Promotions split between the training of Crew and the Improving of Units. So, instead of having the single Civ4PromotionInfos you would have Civ4CrewPromotions and Civ4Unit Promotions.
All you would need to do then is divide up the current promotions into the relevant folder.
There are also a few other changes that would need to be made. The promotion buttons would need to be different colours for Unit and Crew promotions.
There would need to be a different set of parameters added. Unit upgrades would only be able to be done at a City(Solar system for B5) or a Fort/Military base (Starbase for B5) and there would be a cost involved.
Crew Promotions would also cost, at least for the crew to become Trained. Once a unit has a Trained Crew Promotion it can improve that from Trained to Experienced to Veteran to Elite at no cost. Alternatively if the Unit has a Trained Officers Promotion then the Unit can earn Crew Promotions without having to pay for it.
Don't know what can be done with this especially with Civ5 right around the corner.

I really don't see the need to create a whole new XML file, IMHO, it could be done with just a few added tags instead of creating a whole new file, add a <bCrew> tag to make the new promotions "Crew Promotions" and a <iCost> tag to define how much :gold: the "ship refit" or "training" costs.

Personally, I think that would be much, much less work than adding a whole new XML file...
 
Does anyone know of a simple way to allow naval units to enter another player's forts if an open borders agreement has been signed by the two players in question (in BtS)?

I could be wrong, but i think this is already the case :confused:.
 
If this has already been done then i apologise in advance.

I have had another idea for a ModComp. Currently the CivLeaderheads allow for one favourite Civic. Is it possible to add to this so that the AI and players can have more than one favourite civic.
With this you would be able to do the following. Stalin could then have State Property and Police State as his favourite Civics.
Elizabeth could have Hereditary Rule, Vassalage and Serfdom.

Whilst this may then tie down the Civ that has multiple Favourite Civics it could be used in histoical Scenarios to reflect what leaders were more likely to do as opposed to adopting civics that are more powerful. This can be compensated for by giving some kind of bonus to those Civs that adopt their favoured civic offsetting the advantages given when taking a more modern civic like Democracy. After all Elizabeth was an Absolute Monarch, whereas Victoria was a Constitutional Monarch. These Leaders were picked as the easiest to demonstarte what i was aiming for.

Quack, quack... done: http://forums.civfanatics.com/showthread.php?p=9604634
 
I really don't see the need to create a whole new XML file, IMHO, it could be done with just a few added tags instead of creating a whole new file, add a <bCrew> tag to make the new promotions "Crew Promotions" and a <iCost> tag to define how much :gold: the "ship refit" or "training" costs.

Personally, I think that would be much, much less work than adding a whole new XML file...
This is why i have placed the request here, i don't have a clue about setting this sort of thing up (yet) so my suggestion of a second file might have been a bad way to do it. The rest of it is still a valid request though.;)
 
Yes they can .. you've been away for too long it seems ;)
The question was if that is only true for forts in your own lands or if you can use forts in other players' territories too if you have open borders.
I tried to look at the code and that lead me to believe that The_J must be right, however PieceOfMind disagrees, so I'm officially confused now..
} Forts can be used as canals. Any fort in your culture boders, or city, which touches a water tile (inland lake or coast) can have naval units pass through it. Forts in neutral territory can not be used as canals. For a civ that has open borders with you, their naval units cannot use your forts but they can use your cities.
Additional note: Masters can always use a vassal's fort canals, but vassals can only use the master's fort canals when they have open borders. Strangely, your privateers cannot be attacked by your vassals if they are in your forts, as it seems the vassal cannot see the privateers. (thanks DanF5771)
Another note, by way of example, quoted from UncleJJ (thanks): "I've built a line of forts 8 wide across the southern end of my continent when it was blocked by ice flows. Submarines could get through and my workers had nothing better to do so I built this "Sothern Passage". Each fort had to be either next to water or next to ice (which counts as water for this purpose) and also needs to be inside your own culture for the ships to pass. This was quite useful, in that game, for shifting ships from one side of my continent to the other, and massing my fleets, rather than a long trip around the other continent as mine was blocked at the northern and southern ends."
 
...i guess really everyone here is to lazy to try it out :D.

If you consider raising 2 boys, having a full time job and still contributing many number of Civ4 mod comps to the community lazy then I am guilty of it :D
 
And now for something completely different.

Some more Trait-tags (CIV4TraitInfos.xml) would be great. What about:

TraitBuildingYieldModifier: extra % food/production/commerce for buildings for leaders with a certain trait, i.e. +10% food/granary for expansive leaders
TraitBuildingCommerceModifier: extra % gold/science/culture/espionage for buildings for leaders with a certain trait, i.e. +10% culture/theatre for creative leaders

TraitBuildingYieldChange: extra # food/production/commerce for buildings for leaders with a certain trait, i.e. +2 hammers/forge for industrious leaders
TraitBuildingCommerceChange: extra # gold/science/culture/espionage for buildings for leaders with a certain trait, i.e. +2 gold/bank for financial leaders
 
If it is possible I would like the following bonuses to be implemented in every city with said religion but only while said religion is set as the state religion. These are not the only bonuses but the basic commerce type bonuses have already been changed.
+1 health for Judaism
+2 production for Christianity
+3 experience for all units when Islam is the state religion
+1 production for Confucianism
+3 happiness for Taoism

If you are able to do this many thanks in advance.
 
Okay, quick shot, not tested:
Attached is the CvEventManager.py (zipped). Place it into your Assets\Python folder (if there is already one, then you have to merge the new code in; search for the religions), and test it (especially the production bonus, because i'm not sure if i used the right command).

And activate python exceptions (in the My Documents\My Games\BtS\Civilization4.ini).
 

Attachments

Thanks for the file The_J, just to make sure of a few things I was supposed to unzip the file and replace it correct? Also for the Python exceptions am I supposed to go to My Documents/ My Games or do I go to my hard drive? The mod is saved in my hard drive so I assume that I enable Python exceptions specifically for it. Also is the .ini.bak file because if it is what do I need in order to view that? Thanks again for your help.
 
If you don't have a CvEventManager in your mod, then just put it into the mentioned location.
If you have one, you have to open the file and transfer the new code into your own one.

And python exceptions can only be activated for whole civ, so what i mentioned is right ;). The .ini.bak is not of any importance (not sure what it does at all).
 
Sorry for my obvious incompetence but the file you posted does not seem to be working. I assume that this is because of a fault on my part considering I have almost no idea what I am doing. I placed it in the mod folder under the Python section of assests, replacing the file that was already there. I then went to My Documents/My Games/ Beyond the Sword and opened the notepad file CivilizationIV. I changed HidePythonExceptions = 1 to HidePythonExceptions = 0. I started up the mod, the changes I had made in XML worked (basically just differing amounts of gold, research, espionage and culture) but I didn't receive a health bonus from Judaism or a production bonus from Christianity et cetra et cetra. If you know what the problem is any help would be greatly appreciated and again sorry if this is just me not understanding what you are saying. Also I noticed that you forgot to end the taoism info, so I placed the ###taoism end but I don't know if that will make it work, I don't think it would though because it didn't work for Judaism or anything though so I don't know.
 
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