[MODCOM]Water Animals Mod

TheLopez

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Water Animals Mod
By: TheLopez

Last Updated 08/20/10


Version: v0.4BtS
Patch Compatibility: Beyond the Sword v3.19
MP Compatible: ?
Download Mod v0.4BtS

Version: v0.3w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.3w

Version: v0.2
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.2


Description:
This mod basically enables animals to be automatically spawned in oceans if
they have their feature or terrain native values set correctly. So for instance
if a water animal should trawl through ocean and water plots then the terrain
native should be set in the unit definition like this:
Spoiler :

[PRE]
<TerrainNatives>
<TerrainNative>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
[/PRE]

As an example I have included Chalid's newly introduced Kraken.


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\Water Animals Mod
4) Load the game.
5) Then play as normal.


-----Game Play-----
Spoiler :

- Allows water animals to be automatically spawned by the game.


-----Units-----
Spoiler :

Kraken:
- Strength: 12
- Movement: 5



-----Notes to Modmakers-----

If you want to use the Water Animals 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:
<!-- -->
<!-- Water Animals Mod Start -->
<!-- -->
and
<!-- -->
<!-- Water Animals Mod End -->
<!-- -->

In the SDK files I have added // < Water Animals Mod Start > and
// < Water Animals Mod End > in all of the places that I have made changes to
the original files.

As part of the changes to the SDK files I have also exposed several new methods
to python, they are:
int getWaterAnimalSpawnChance() const;
void setWaterAnimalSpawnChance(int iNewValue);
void changeWaterAnimalSpawnChance(int iChange);


-----Version Information-----

-----v0.4BtS------

- Updated to be compatible with Beyond the Sword v3.19 patch.

Spoiler :

-----v0.3w------

- Updated to be compatible with Warlords v2.0.8.0 patch.


-----v0.2------

- Integrated Dr. Elmer Jiggle's INI file parser code

- Added the configurable option allowing players to specify the chance that a
water animal will spawned.

- Updated several SDK files to allow players to update the chance that a water
animal will be spawned.


-----v0.1------

- Setup Water Animals Mod infrastructure

- Added Chalids Kraken unit

- Updated the DLL to allow water animals to be spawned like every other animal


-----===Credits & Thanks===-----

- Exavier
Composite Mod - readme.txt format

- Chalid
For providing an excellent water animal.

- Dr Elmer Jiggle
For providing the INI file parser code allowing for players to
customize this mod without having to touch the python code!!!
 

erikg88

Warlord
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Nov 15, 2003
Messages
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You're a complete machine, Lopez! Keep on churning out the code - I love all these mod comps.
 

TheLopez

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Thorn said:
Hmm, maybe hurricanes could be introduced now...
Now that's an interesting thought, hurricanes as animals :satan:
 

Padmewan

King
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At first I had no idea what you were talking about because my head was still in your idea of migrating bonus resources. This is great!

(Now how about a full-blow Barbarians spawing in water mod?)

@ Thorn: For our mod, we started turning "animals" into natural phenomena. A hurricane would be cool. There's an FX called "windswirl" or something like that which could be useful, EXCEPT that it doesn't repeat. I'm going to post a request / question elsewhere about how to put these effects into the game...
 

TheLopez

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Padmewan said:
At first I had no idea what you were talking about because my head was still in your idea of migrating bonus resources. This is great!

(Now how about a full-blow Barbarians spawing in water mod?)

I am almost done with the Barbarians/Pirates spawning in water mod!!!
 

NT_Jedi

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Jun 7, 2006
Messages
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TheLopez said:
I am almost done with the Barbarians/Pirates spawning in water mod!!!

This is also awesome news... perhaps some adjustment should be made so the seas don't get overwhelmed with barbarian water units since most civilizations take many many turns before being able to explore the oceans.

At last The Return of Pirates !
 

TheLopez

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NT_Jedi said:
This is also awesome news... perhaps some adjustment should be made so the seas don't get overwhelmed with barbarian water units since most civilizations take many many turns before being able to explore the oceans.

At last The Return of Pirates !

Yep, imagine combining the Barbarians/Pirates spawning in water mod with the Unit Allegiance Mod mod...
 
R

Rabbit, White

Guest
TheLopez said:
Yep, imagine combining the Barbarians/Pirates spawning in water mod with the Unit Allegiance Mod mod...
I never thought of that but barbarians can capture units as well can't they (there's no barbarian check as far as I remember)?

You know what might be interesting, if you're combing the two mods (which you probably will 'cause you combine every mod under the sun :D), give the barbarians their own chance of capture so that for example it could be set higher than usual units. This will be more realistic because pirates usually wanted to capture the gold and the "wenches" :D instead of just destroying outright. It will also balance out the fact that in most cases there won't be many barbarians roaming.
 

Cannae

Philosophy of Poverty
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I like the Hurricane idea that could be used for a North ameriaca mod.Also that gives me an idea!!!somebody could make a mod where earthquakes,tornados,floods,hurricanes and bilzzard can occur it would make other mods much more realistic.
 

Jeckel

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I like the Hurricane idea that could be used for a North ameriaca mod.Also that gives me an idea!!!somebody could make a mod where earthquakes,tornados,floods,hurricanes and bilzzard can occur it would make other mods much more realistic.

I think there is a Random Events mod somewhere out there that does somthing similar to this.


, give the barbarians their own chance of capture so that for example it could be set higher than usual units.

This is a cool idea, would allow tailoring of barbains to fit different scenarios and situations. :)
 

Shqype

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Very cool TL, I like it :) I'm waiting for the Sea Barbarians / Pirates mod :)
 

TheLopez

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Updated with link to Warlords compatible version!!!
 
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