Mod request: Nukes reduce city defenses

roidesfoux

Warlord
Joined
Nov 11, 2003
Messages
182
You can reduce a city's defences by hitting it with rocks, but a nuke won't do a thing. Is it possible to make it so that a nuke will reduce the defenses of a city it strikes?

-RdF
 
I found this in \Assets\XML\Units\CIV4UnitInfos.xml:
Code:
<UnitInfo>
	<Class>UNITCLASS_ICBM</Class>
	<Type>UNIT_ICBM</Type>
	<UniqueNames/>
	<Special>SPECIALUNIT_NUKE</Special>
	<Capture>NONE</Capture>
	<Combat>NONE</Combat>
	<Domain>DOMAIN_IMMOBILE</Domain>
	<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
	<Invisible>NONE</Invisible>
	<SeeInvisible>NONE</SeeInvisible>
	<Description>TXT_KEY_UNIT_ICBM</Description>
	<Civilopedia>TXT_KEY_UNIT_ICBM_PEDIA</Civilopedia>
	<Strategy>TXT_KEY_UNIT_ICBM_STRATEGY</Strategy>
	<Advisor>ADVISOR_MILITARY</Advisor>
	<bAnimal>0</bAnimal>
	<bFood>0</bFood>
	<bNoBadGoodies>0</bNoBadGoodies>
	<bOnlyDefensive>0</bOnlyDefensive>
	<bNoCapture>0</bNoCapture>
	<bRivalTerritory>0</bRivalTerritory>
	<bMilitaryHappiness>0</bMilitaryHappiness>
	<bMilitarySupport>1</bMilitarySupport>
	<bMilitaryProduction>1</bMilitaryProduction>
	<bPillage>0</bPillage>
	<bSabotage>0</bSabotage>
	<bDestroy>0</bDestroy>
	<bStealPlans>0</bStealPlans>
	<bInvestigate>0</bInvestigate>
	<bCounterSpy>0</bCounterSpy>
	<bFound>0</bFound>
	<bGoldenAge>0</bGoldenAge>
	<bInvisible>0</bInvisible>
	<bFirstStrikeImmune>0</bFirstStrikeImmune>
	<bNoDefensiveBonus>0</bNoDefensiveBonus>
	<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
	<bCanMoveImpassable>0</bCanMoveImpassable>
	<bFlatMovementCost>0</bFlatMovementCost>
	<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
	<bNukeImmune>1</bNukeImmune>
	<bPrereqBonuses>0</bPrereqBonuses>
	<bPrereqReligion>0</bPrereqReligion>
	<bMechanized>1</bMechanized>
	<UnitClassUpgrades/>
	<UnitAIs>
		<UnitAI>
			<UnitAIType>UNITAI_ICBM</UnitAIType>
			<bUnitAI>1</bUnitAI>
		</UnitAI>
	</UnitAIs>
	<NotUnitAIs/>
	<Builds/>
	<ReligionSpreads/>
	<GreatPeoples/>
	<Buildings/>
	<ForceBuildings/>
	<HolyCity>NONE</HolyCity>
	<ReligionType>NONE</ReligionType>
	<StateReligion>NONE</StateReligion>
	<PrereqReligion>NONE</PrereqReligion>
	<PrereqBuilding>NONE</PrereqBuilding>
	<PrereqTech>TECH_ROCKETRY</PrereqTech>
	<TechTypes>
		<PrereqTech>TECH_FISSION</PrereqTech>
		<PrereqTech>NONE</PrereqTech>
		<PrereqTech>NONE</PrereqTech>
	</TechTypes>
	<BonusType>BONUS_URANIUM</BonusType>
	<PrereqBonuses/>
	<ProductionTraits/>
	<Flavors/>
	<iAIWeight>0</iAIWeight>
	<iCost>500</iCost>
	<iHurryCostModifier>0</iHurryCostModifier>
	<iMinAreaSize>-1</iMinAreaSize>
	<iMoves>1</iMoves>
	<iAirRange>1</iAirRange>
	<iNukeRange>1</iNukeRange>
	<iWorkRate>0</iWorkRate>
	<iBaseDiscover>0</iBaseDiscover>
	<iDiscoverMultiplier>0</iDiscoverMultiplier>
	<iBaseHurry>0</iBaseHurry>
	<iHurryMultiplier>0</iHurryMultiplier>
	<iBaseTrade>0</iBaseTrade>
	<iTradeMultiplier>0</iTradeMultiplier>
	<iGreatWorkCulture>0</iGreatWorkCulture>
	<TerrainImpassables/>
	<FeatureImpassables/>
	<iCombat>0</iCombat>
	<iAirCombat>0</iAirCombat>
	<iAirCombatLimit>0</iAirCombatLimit>
	<iXPValueAttack>0</iXPValueAttack>
	<iXPValueDefense>0</iXPValueDefense>
	<iFirstStrikes>0</iFirstStrikes>
	<iChanceFirstStrikes>0</iChanceFirstStrikes>
	<iInterceptionProbability>0</iInterceptionProbability>
	<iEvasionProbability>0</iEvasionProbability>
	<iWithdrawalProb>0</iWithdrawalProb>
	<iCollateralDamage>0</iCollateralDamage>
	<iCollateralDamageLimit>0</iCollateralDamageLimit>
	<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
	<iCityAttack>0</iCityAttack>
	<iCityDefense>0</iCityDefense>
	<iAnimalCombat>0</iAnimalCombat>
	<iHillsDefense>0</iHillsDefense>
	<TerrainNatives/>
	<FeatureNatives/>
	<TerrainDefenses/>
	<FeatureDefenses/>
	<UnitClassAttackMods/>
	<UnitClassDefenseMods/>
	<UnitCombatMods/>
	<DomainMods/>
	<BonusProductionModifiers/>
	<iBombRate>0</iBombRate>
	<iBombardRate>0</iBombardRate>
	<SpecialCargo>NONE</SpecialCargo>
	<DomainCargo>NONE</DomainCargo>
	<iCargo>0</iCargo>
	<iConscription>0</iConscription>
	<iCultureGarrison>0</iCultureGarrison>
	<iExtraCost>0</iExtraCost>
	<iAsset>5</iAsset>
	<iPower>40</iPower>
	<UnitMeshGroups>
		<iGroupSize>1</iGroupSize>
		<fMaxSpeed>10.0</fMaxSpeed>
		<iMeleeWaveSize>1</iMeleeWaveSize>
		<iRangedWaveSize>1</iRangedWaveSize>
		<UnitMeshGroup>
			<iRequired>1</iRequired>
			<EarlyArtDefineTag>ART_DEF_UNIT_ICBM</EarlyArtDefineTag>
		</UnitMeshGroup>
	</UnitMeshGroups>
	<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,6</Button>
	<HotKey/>
	<bAltDown>0</bAltDown>
	<bShiftDown>0</bShiftDown>
	<bCtrlDown>0</bCtrlDown>
	<iHotKeyPriority>0</iHotKeyPriority>
	<FreePromotions/>
</UnitInfo>
Perhaps it has something to do with these:
Code:
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
 
Those are used for bombers and siege weapons. I haven't tried changing those, but I think itk's a safe assumption that they won't change the effect of a nuke strike. I assumed that we'd need Python.

-RdF
 
Ah...

I don't know much about Python. I figured there was a variable for reducing city defenses for every unit.

:confused:
 
I'm sure there is. The problem is that there's "bombard city defenses" and "bomb city defenses" which you could make any unit do as an action. But it looks to me that you can't add "reduce city defenses" to the results of a nuke hit.

-RdF
 
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