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:
[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-----
- Allows water animals to be automatically spawned by the game.
-----Units-----
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.
-----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!!!
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!!!


), 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" 