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[MODCOM]Water Animals Mod

Discussion in 'Civ4 - Mod Components' started by TheLopez, Jun 9, 2006.

  1. TheLopez

    TheLopez Chieftain

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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!!!
     
  2. erikg88

    erikg88 Chieftain

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    You're a complete machine, Lopez! Keep on churning out the code - I love all these mod comps.
     
  3. Jeckel

    Jeckel Great Reverend

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    Simply briliant. :)
     
  4. woodelf

    woodelf Bard

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    Nice work TL.
     
  5. Thorn

    Thorn Chieftain

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    Hmm, maybe hurricanes could be introduced now...
     
  6. TheLopez

    TheLopez Chieftain

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    Now that's an interesting thought, hurricanes as animals :satan:
     
  7. Craig_Sutter

    Craig_Sutter Chieftain

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    You could add the "flying" mod for hurricaines.
     
  8. Padmewan

    Padmewan Chieftain

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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...
     
  9. TheLopez

    TheLopez Chieftain

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

    NT_Jedi Chieftain

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    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 !
     
  11. TheLopez

    TheLopez Chieftain

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    Yep, imagine combining the Barbarians/Pirates spawning in water mod with the Unit Allegiance Mod mod...
     
  12. 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.
     
  13. Cannae

    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.
     
  14. Jeckel

    Jeckel Great Reverend

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


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

    Ploeperpengel academic precarity

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    Very cool! This got to be in WH. Thx.
     
  16. Shqype

    Shqype Shqyptar

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

    Cheezy the Wiz Socialist In A Hurry

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    strength 12!? great, so it can overpower my Destroyers now, as if i didnt hate life enough
     
  18. darkedone02

    darkedone02 The Suggestor

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    those are diseasters, wait till he or someone else make a diseaster mod componect that unleash terror.
     
  19. TheLopez

    TheLopez Chieftain

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    Updated with link to Warlords compatible version!!!
     
  20. Ploeperpengel

    Ploeperpengel academic precarity

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    Is there an easy way to control how much Kraken are spawned? Currently the Barbarian creates about 10 per turn! Simply too much.:(
     

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