Pirates Mod
By: TheLopez
Last Updated 09/01/06
Version: v0.5.1BtS
Patch Compatibility: Beyond the Sword v3.19
MP Compatible: ?
Download Mod v0.5.1BtS
Version: v0.4w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.4w
Version: v0.3
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.3
Description:
This mod basically enables barbarian units to be spawned in oceans more
realisticly. When examining the SDK code it turns out that the feature way
already available but was not taken advantage of since pirates were able to
build seafaring units but very, very slowly. Also if the mod is configured to,
some of the pirate ships will carry crews.
As of v0.5.1BtS I have ported the crew creation code to the SDK but have left
in the original python code but commented out the line that calls that code
if you want to switch this mod to be just python you will need to delete the
included DLL and uncomment the line found in CvPiratesModEventManager in the
onUnitCreated method.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Pirates Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
- Makes the spawing of barbarian units in oceans more realistic.
- There is a chance that barbarian ships will carry a crew.
-----Notes to Modmakers-----
If you want to use the Pirates Mod in your mod I have tried to make
things as easy as possible for you. In the XML files modified sections are
enclosed by:
<!-- -->
<!-- Pirates Mod Start -->
<!-- -->
and
<!-- -->
<!-- Pirates Mod End -->
<!-- -->
-----Version Information-----
-----v0.5.xBtS------
- Updated to be compatible with Beyond the Sword v3.19 patch.
- Removed SDK code since base BtS SDK code already includes the changes
- Ported the attemptPopulatePirate method found in the
CvPiratesModEventManager.py file to the SDK. The call to the method in the
onUnitCreated method has been commented out. If you want to use this mod in
python only mod you will need to uncomment this line out and remove the
included DLL.
-----v0.4w------
- Updated to be compatible with Warlords v2.0.8.0 patch.
-----v0.3------
- Updated the code for adding crews to barbarian ships since the way it was
done originally does not work. Basically ships will just leave their crew
in the water if they are not explicitly loaded into the ship. Using the
COMMAND_LOAD doesn't work since canLoadUnit always returns false for
barbarian units.
-----v0.2------
- Added the code that will add crews to barbarian ships.
- Added the configurable option allowing players to specify if spawned pirate
ships should carry units.
- Added the configurable option allowing players to specify the chance that a
spawned pirate ship will carry a crew.
-----v0.1------
- Setup Pirates Mod infrastructure
-----===Credits & Thanks===-----
- Exavier
Composite Mod - readme.txt format
By: TheLopez
Last Updated 09/01/06
Version: v0.5.1BtS
Patch Compatibility: Beyond the Sword v3.19
MP Compatible: ?
Download Mod v0.5.1BtS
Version: v0.4w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.4w
Version: v0.3
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.3
Description:
This mod basically enables barbarian units to be spawned in oceans more
realisticly. When examining the SDK code it turns out that the feature way
already available but was not taken advantage of since pirates were able to
build seafaring units but very, very slowly. Also if the mod is configured to,
some of the pirate ships will carry crews.
As of v0.5.1BtS I have ported the crew creation code to the SDK but have left
in the original python code but commented out the line that calls that code
if you want to switch this mod to be just python you will need to delete the
included DLL and uncomment the line found in CvPiratesModEventManager in the
onUnitCreated method.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Pirates Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
- Makes the spawing of barbarian units in oceans more realistic.
- There is a chance that barbarian ships will carry a crew.
-----Notes to Modmakers-----
If you want to use the Pirates Mod in your mod I have tried to make
things as easy as possible for you. In the XML files modified sections are
enclosed by:
<!-- -->
<!-- Pirates Mod Start -->
<!-- -->
and
<!-- -->
<!-- Pirates Mod End -->
<!-- -->
-----Version Information-----
-----v0.5.xBtS------
- Updated to be compatible with Beyond the Sword v3.19 patch.
- Removed SDK code since base BtS SDK code already includes the changes
- Ported the attemptPopulatePirate method found in the
CvPiratesModEventManager.py file to the SDK. The call to the method in the
onUnitCreated method has been commented out. If you want to use this mod in
python only mod you will need to uncomment this line out and remove the
included DLL.
Spoiler :
-----v0.4w------
- Updated to be compatible with Warlords v2.0.8.0 patch.
-----v0.3------
- Updated the code for adding crews to barbarian ships since the way it was
done originally does not work. Basically ships will just leave their crew
in the water if they are not explicitly loaded into the ship. Using the
COMMAND_LOAD doesn't work since canLoadUnit always returns false for
barbarian units.
-----v0.2------
- Added the code that will add crews to barbarian ships.
- Added the configurable option allowing players to specify if spawned pirate
ships should carry units.
- Added the configurable option allowing players to specify the chance that a
spawned pirate ship will carry a crew.
-----v0.1------
- Setup Pirates Mod infrastructure
-----===Credits & Thanks===-----
- Exavier
Composite Mod - readme.txt format