[MODCOM]Pirates Mod

Dom Pedro II said:
Do blockades work in Civ4?

Not yet... hint, hint, hint...
 
Hmm, I was remembering wrong, land units only block work on their tile, chalk it up to my subconsious playing tricks on my superego. :eek:
 
FYI, I updated this mod comp yesterday (06/26/06) and forgot to post a message. See mod description for update information...

Pirate/Barbarian Ships... new and improved and crewed.
 
Ploeperpengel said:
Wow this really rocks now! Gotta find a way to convert that for WH!

So, how about those new unique barbarian units?
 
TheLopez said:
So, how about those new unique barbarian units?
They will come but you know I'm still typing stupid unitinfo:(
btw there's a new skin for a galley which might do for norse, I will use it in WH.
Also for later eras(late medieval/renaissance) you might just use the privateer from FFH and seZereths empire Freecompany;)
 
As time passes can the barbarians have random Frigates or Galleons appear in the ocean or is it only Caravels?
 
NT_Jedi said:
As time passes can the barbarians have random Frigates or Galleons appear in the ocean or is it only Caravels?
It depends on how the CIV4Civilizations.xml file is setup. Right now they can have everything upto and including ironclads.
 
Awesome, another great mod from TL. :clap: Seriously, your additions make the game a whole lot more enjoyable.
 
Thank you for this mod TL, I'm very glad it exists. Just thought I'd mention there is one extremely minor bug with the new Python component. Your line in onUnitCreated:

if(iCreationTest <= g_iPirateShipsCarryCrewChance):

Should be a "<" not a "<=". SorenRand(100) returns a number in the range 0-99, so your code as-is adds 1% to the value the user specifies (it turns the default of 50% into an actually-used value of 51%, for example).

Sorry to nitpick, but it's what I do. :)
 
What's 1% between friends :)
 
TheLopez said:
It depends on how the CIV4Civilizations.xml file is setup. Right now they can have everything upto and including ironclads.

Excellent news... sounds perfect
 
feel free to do so, that's why its here. Let me know when you are ready to test your Pirates Mod, I would be more than happy to help you test it.
 
Just so you know. Though I definitely think blockades should have even more severe effects than at present, let me assure you that they are no walk in the park either. In a game of The Ancient Mediterranian mod, I had my capital go from growth to starvation in a single turn-not to mention a cash deficit-all due to a blockade by a single barbarian Bireme. It got even WORSE when he started pillaging my fishing boats :eek: :cry: !!

Aussie_Lurker.
 
My idea how this Pirate-concept should work. I haven't given this much thought, so please, creative comments only ;)

+ Any combat/scout-unit (except air, mayby) should be able to go automatic Pirate-mode in same way we now use "Explore" command. Unit flag should fly the traditional "skull 'n crossed bones" OR look like a normal barbarian unit. All pillaged gold goes to owing civ treasury.
Pirate unit can only be activated/deactivated on own civ's area and can only defend (attack disabled).

+ There should be a "Pirate I, Pirate II etc" promotions, giving bonuses to the unit on amount of gold looted, movement bonuses, withdrawal chance, defence etc etc.
Mayby Exp would be awarded based on amount of gold looted (from pillage), like 1 point for every ~10 gold or 1 point per each pillage-action done?

+ Any active pirate unit killed by rivalling civ will on their ZOC will result either WAR or huge penalty in diplo towards the pirate-civ.

Piracy should be available only after certain techs have been found (navigation etc) and be unusable if certain civics are chosen.



I have no skill or time to do this mod myself so feel free to comment, improve and use my idea.

kebable.
 
I for one completely disagree with everything you just posted, kebable. Pirates shouldn't be the focus of the game, they should be one more little prod to make those of us who refuse to build a military until we need it to.... well, build a little bit of a military, or keep a little bit at home when at war. As much as Civ3 focused the game back down to core elements, so Civ4 has reduced a lot of the drudgery from the game.

While it might be nice to be able to hire pirates and send them out, your proposition of "huge" penalty will prevent any but the AI from doing it. The only point for a human would be if he didn't care if he went to war with that civ, and he's got much better means of doing that; namely, declaring war. Then he gets to use his forces intelligently, instead of haphazardly.

If you reduce the penalty, then you see players spamming the whole world with pirates.

Pillaging is already handled quite nicely when you're at war.

Pirate experience, and Pirate-only promotions is an intriguing idea, but I fear they will never get used unless you tie them to pillaging.

So in short, I'm sticking with the current concept, because I think pirates should be a minor annoyance and prod, not the whole game.
 
Like I said, I didn't allocate much prosessor-time to this idea.

How about restricting the active "pirate" units to 1-3 per civ (like missionaries) ?
 
Yeah, I know, that's why I didn't spend a lot of time throwing around insults against your ancestors....

No, wait, I didn't do that cuz I'm a nice guy. I forget sometimes. :D

Jesting aside, I simply fear that if the player has too much control over pirates, this will wind up changing the game for the worse. I could almost see being allowed to have pirates spawned somewhere, like is done in EU2 (Europa Universalis 2), because those pirates might someday turn on YOU, but since Civ allows someone to make loads of money, you see pirates being spammed all over the place, and becoming a drag on the game.

Aside from the AI either not knowing how to do it right or overdoing it, there is also the problem (potentially) of all that extra experience being generated. You'll quite possibly make your target MORE powerful.

So pirates need to remain uncommon, but still something worth taking into consideration, like barbarians are now. It's because of Barbs that I can't leave cities undefended, and it should be because of Pirates that I need to have my vital sea-industries protected. Lord knows, having other civs angry at me isn't a good enough stimulus. :mischief:
 
If I wanted to add this to all my civ games w/o it as a mod, is that possible?

Can I just copy this code into the regular Civ files?

Thx
jonpfl
 
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