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[Mod] Kill List Mod -- track what each unit has killed.

Discussion in 'Civ4 - Mod Components' started by RogerBacon, Feb 26, 2006.

  1. RogerBacon

    RogerBacon King

    Joined:
    Nov 16, 2003
    Messages:
    649
    Version 1.01
    02/27/2005
    by Roger Bacon
    (updated 03/13/06) I forgot to add the "DataStorage.py" file and it won't work without that.


    --WHAT IT IS--
    This mod gives each of your uints a 'kill list' -- a list of each unit it has killed. It gives the nationality, unit type, and year of the kill.

    --HOW TO USE THIS MOD--

    Place your mouse over the unit whose kill list you want to see and press the 'K' key (not capitalized) on the keyboard.

    Enjoy,
    Roger Bacon




    Version 1.01
    Commented out some functions from other mods that I left in by mistake.

    Version 1.0
    Initial release
     

    Attached Files:

  2. TheLopez

    TheLopez Deity

    Joined:
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    Oregon
    Very neat idea Roger, maybe I'll use part of it in the next version of the mercenaries mod, kinda like a resume for the mercenary.
     
  3. Zuul

    Zuul Mod lister!

    Joined:
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    1,117
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    Sweden
    Yes nice one. Thought about making this one myself but never came around.

    Maybe add health status and gained xp to the report too? What happens on a withdrawal?

    Btw before any staff complaines, both of you try to shorten your sigs (more info in the rules).
     
  4. Heh, very cool idea :)
     
  5. Bilas

    Bilas Chieftain

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    Jan 17, 2002
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    28
    Very cool idea! :goodjob:
     
  6. RogerBacon

    RogerBacon King

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    Thanks for the nice comments guys. I think this mod should be popular since it isn't a chance in functionality of the game but only an addition to the interface.


    This only tracks kills. A withdrawal is an inconclusive fight so it is not recorded.

    Done

    Roger Bacon
     
  7. Jeff1787

    Jeff1787 Sarge

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    Location:
    The Dog House
    Will this have any effect on the autolog mod??
     
  8. RogerBacon

    RogerBacon King

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    I know nothing about the autolog mod but my mod doesn't save anything in log files so I don't see how it could conflict.

    Roger Bacon
     
  9. S.ilver

    S.ilver Emperor

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    Toronto, Canada
    This looks very cool. I assume it won't work if the "no cheating" clause is turned on right? (although I'm not sure what the disables other than World Builder). If it still works, then I'm installing it. Want to see godly long kill lists by Bigmen!
     
  10. RogerBacon

    RogerBacon King

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    Nov 16, 2003
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    The No Cheating should have no effect on this mod. I believe all that does is disable the world builder. However, as I understand it, NO mods will work in multiplayer... even basic graphics-only ones.

    Good luck and I hope you enjoy it. I'm wondering if we'll see people showing screenshots of thier long lists of kills.

    Roger Bacon
     
  11. Vadus

    Vadus pretend the impossible

    Joined:
    Nov 23, 2003
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    374
    Location:
    Northern Germany
    Hey, this is great, I will use this in my mod, I'm planning :)
    one question : Is this listing still working after loading a game ?
     
  12. RogerBacon

    RogerBacon King

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    Yes, it will keep a record of the kills after reloading a saved game.

    Roger Bacon
     
  13. S.ilver

    S.ilver Emperor

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    Toronto, Canada
    One more question for you.

    I play SGs, and that's probably the only place I'd use this mod (to show off some uber units to the crowd). Will it still keep track of kills when passed around between players, or only if the person playing it when the unit gets kills has the mod?
     
  14. RogerBacon

    RogerBacon King

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    SG is succession game? I don't know what that is but from your question it sounds like some sort of multiplayer format where each player takes turns doing a turn and then passing the file to the nesxt player.

    If that is the case then each player would have to be running the mod in order for the kills to be logged. I would assume that each player would have to have the same mods installed anyway in a multiplayer game, just to avoid cheating and what not.

    Roger Bacon
     
  15. zx1111

    zx1111 Warlord

    Joined:
    Oct 31, 2005
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    235
    Great Mod!
    But it seems that unit lose their Kill List after unit upgrade..
    I didn't notice it after while.. but when I checked Kill Lis of some upgraded unit, it was empty...
    I am not sure it is my confusion that it is really a new units or upgraded one ( there are so many similar units in my cities) or real bug.. So check it out...
     
  16. RogerBacon

    RogerBacon King

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    Yes, I was afraid of this after I read in another thread how Civ handled upgrades. Aparently, when a unit upgrades in Civ the game engine creates a new unit with the same name and same promotions and then kills the original unit. That means that the data I've associated with the original unit (the kill list) is lost. :( I'll look in to seeing if there is a way around this but I'm not hopeful. What a stupid oversite on their part. You'd think that if they copied the promotion info they would also copy any script data associated with the unit.

    Roger Bacon
     
  17. Zuul

    Zuul Mod lister!

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    But with sdk this could be fixed at least.

    Anyway more stats like:
    amount of withdraw
    total heal turns
    total fortified turns
    total distance moved :)
    attack kills/defence kills
    years in service
    best fight :p

    and so on would be cool to have :)
     
  18. TX-Zen

    TX-Zen Chieftain

    Joined:
    Jun 5, 2003
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    Big +1 for these suggestions.

    I adore stats for units, the more the better.
     
  19. Teg_Navanis

    Teg_Navanis King

    Joined:
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    I can't get the mod to work: I get a "failed to load CvEventInterface" message, the error log says "ImportError: No module named DataStorage".


    Edit: After a forum search I found the file in Bhruic's cultural decay mod. You might want to incorporate it into your zip.
     
  20. Teg_Navanis

    Teg_Navanis King

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    Roger, I joined your mod with a Name Generator to fix the upgrade bug. Check this thread
     

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