Jeckel
Great Reverend
This project is based, in concept, on the RealFort Mod by Bhruic and Great General Amped Mod by TheLopez.
For mod intercompatabaility I use Dr Elmer Jiggle's CvCustomEventManager.
For configurability I use Dr Elmar Jiggle's ini file parser, and to this end I am following the lead of a few others and planning to expose a wide variety of options in a config.ini file. Thanx to these few off the bat as they are the main inspirations for how I am doing this mod.
Basic Idea:
The basic idea is to make forts more useable. One way the mod does this is by bestowing Promotions on units that enter the same tile as the Fort. The other way is the addition of Fort Zone of Control(ZOC), where any unit that moves into a square next to an enemy Fort will lose the rest of their movement points for that turn and will be attacked for a small amount of damage. For more details read the spoilers below.
Fort Zone of Control:
Fort Promotion Giveing:
Fort Promotions List:
Next Version Features
Known Issues:
Last few things to keep in mind..
Forts next to water will fire on passing ships.
..and..
Enemies in Forts inside your culture get the same benefits and give you sthe same negatives as they would in their territory, and same goes for you in their forts.
..and..
when a unit leaves a fort, aslong as it doesn't leave Fort ZOC or enter enemy ZOC, it will keep the Fort Promos it got. This will be changed in the next version so that the unit gets specific promotions in the squares around the fort based on that tiles factors.[/
Change from v0.3 to v0.31:
Improvements Outside Borders Mod by TheLopez incorportated into JFort Mod, allowing Forts to be built outside your cultural borders.
File: JFort_v031.zip
Compatible: Civ4 v1.61
Mod Folder: Mods\JFort
Released: July 15, 2006
Size: 1.29 Mb
CivFanatics: JFort Mod v0.31 File Now Available
FileFront: JFort Mod v0.31 File Now Available
For mod intercompatabaility I use Dr Elmer Jiggle's CvCustomEventManager.
For configurability I use Dr Elmar Jiggle's ini file parser, and to this end I am following the lead of a few others and planning to expose a wide variety of options in a config.ini file. Thanx to these few off the bat as they are the main inspirations for how I am doing this mod.

Basic Idea:
The basic idea is to make forts more useable. One way the mod does this is by bestowing Promotions on units that enter the same tile as the Fort. The other way is the addition of Fort Zone of Control(ZOC), where any unit that moves into a square next to an enemy Fort will lose the rest of their movement points for that turn and will be attacked for a small amount of damage. For more details read the spoilers below.

Fort Zone of Control:
Spoiler :
What is a Fort ZOC?
The eight tiles surrounding a fort is considered its ZOC. If a fort has atleast 1 unit of a civilization then the Fort will fire on any and all enemy units. Enemy units are Barbarians and any unit owned by a civiliztion that you are at war with.
When a Fort fires on a unit in its ZOC it rolls 2 random numbers useing the MP friendly Soren random number generator provided by the vanilla game.
The first number, Num1, is from the range 0 to 20 and the second number, Num2, is from the range 0 to 9. Num2 is then subtracted from Num1 giveing a number, call it Result, in the range -9 to 20. If Result is equal to or less then 0 then the fort misses, if 1-20 then that many hitpoints is removed from the unit.
Forts next to water will fire on passing ships.
These factors are the same for all units, but in play doesn't get over powering but does prove both helpful and annoying for the respective players.
The eight tiles surrounding a fort is considered its ZOC. If a fort has atleast 1 unit of a civilization then the Fort will fire on any and all enemy units. Enemy units are Barbarians and any unit owned by a civiliztion that you are at war with.
When a Fort fires on a unit in its ZOC it rolls 2 random numbers useing the MP friendly Soren random number generator provided by the vanilla game.
The first number, Num1, is from the range 0 to 20 and the second number, Num2, is from the range 0 to 9. Num2 is then subtracted from Num1 giveing a number, call it Result, in the range -9 to 20. If Result is equal to or less then 0 then the fort misses, if 1-20 then that many hitpoints is removed from the unit.
Forts next to water will fire on passing ships.
These factors are the same for all units, but in play doesn't get over powering but does prove both helpful and annoying for the respective players.
Fort Promotion Giveing:
Spoiler :
Forts bestow Promotions based on several cryterial, the unit's Combat Type, the Terrain, Feture, and Bonus of the Fort's Tile. Based on these factors five kinds of Promotions will be assigned. The Promotion types are Fort Heal, Fort Defense, Fort Move, Fort Strike, and Fort Sight. What each does is in the next spoiler.
All types of units will receive some form of Fort Heal and Fort Defense, while most will get 1 to 3 other Fort Promotions. Once I get the whole Fort Promotion tree layed out I will create a Promotion branch for each unit Combat Type so only one or two promos are given to any single unit at one time.
Last note, when a unit leaves a fort, aslong as it doesn't leave Fort ZOC or enter enemy ZOC, it will keep the Fort Promos it got. This will be changed in the next version so that the unit gets specific promotions in the squares around the fort based on that tiles factors.
All types of units will receive some form of Fort Heal and Fort Defense, while most will get 1 to 3 other Fort Promotions. Once I get the whole Fort Promotion tree layed out I will create a Promotion branch for each unit Combat Type so only one or two promos are given to any single unit at one time.
Last note, when a unit leaves a fort, aslong as it doesn't leave Fort ZOC or enter enemy ZOC, it will keep the Fort Promos it got. This will be changed in the next version so that the unit gets specific promotions in the squares around the fort based on that tiles factors.
Fort Promotions List:
Spoiler :
Fort Heal
This promot increases the healing factor of the unit.
Fort Defense
Gives the unit a percent bonus to strength.
Fort Move
Gives the unit extra movement points.
Fort Sight
Gives greater line of sight.
Fort Strike
Addes more First Strikes and Chance at First Strikes.
This promot increases the healing factor of the unit.
Fort Defense
Gives the unit a percent bonus to strength.
Fort Move
Gives the unit extra movement points.
Fort Sight
Gives greater line of sight.
Fort Strike
Addes more First Strikes and Chance at First Strikes.
Next Version Features
Spoiler :
1)Players will be able to declare a unit as the 'Fort Commander'. The Commander's level, promotions, ect would then effect the combat stats of the fort as related to ZOC.
2)Forts' ZOC combat will be based on the type and strength of units guarding the fort and the stats of the unit being ZOC attacked.
3)Ships will be able to enter coastal forts.
4)More variety in promotions.
5)Terrain around the fort will have more of an impact on combat.
6)Forts will provide culture to their tile and adjacent tiles for the civilization that controls them.
7)Acual ini options.
8)A record will be kept of Fort statistics, ie, when it was built and by which civilization, the win/lose record of the fort, total units kill in and around the fort, ect.
9)Forts will get stronger or weaker based on the winning/losing record of units inside of it and other statics from above point.
10)An optional Fort Upkeep cost.
11)An option to give plus/minus to fort bonuses based on wherether or not the fort is connected to a city.
2)Forts' ZOC combat will be based on the type and strength of units guarding the fort and the stats of the unit being ZOC attacked.
3)Ships will be able to enter coastal forts.
4)More variety in promotions.
5)Terrain around the fort will have more of an impact on combat.
6)Forts will provide culture to their tile and adjacent tiles for the civilization that controls them.
7)Acual ini options.
8)A record will be kept of Fort statistics, ie, when it was built and by which civilization, the win/lose record of the fort, total units kill in and around the fort, ect.
9)Forts will get stronger or weaker based on the winning/losing record of units inside of it and other statics from above point.
10)An optional Fort Upkeep cost.
11)An option to give plus/minus to fort bonuses based on wherether or not the fort is connected to a city.
Known Issues:
Spoiler :
Haven't got the death animations to work when a Fort kills a unit, so they just dissappear.
Need a new icon for the alert button for Fort Events.
Need a new icon for the alert button for Fort Events.
Last few things to keep in mind..
Forts next to water will fire on passing ships.
..and..
Enemies in Forts inside your culture get the same benefits and give you sthe same negatives as they would in their territory, and same goes for you in their forts.
..and..
when a unit leaves a fort, aslong as it doesn't leave Fort ZOC or enter enemy ZOC, it will keep the Fort Promos it got. This will be changed in the next version so that the unit gets specific promotions in the squares around the fort based on that tiles factors.[/
Change from v0.3 to v0.31:
Improvements Outside Borders Mod by TheLopez incorportated into JFort Mod, allowing Forts to be built outside your cultural borders.
File: JFort_v031.zip
Compatible: Civ4 v1.61
Mod Folder: Mods\JFort
Released: July 15, 2006
Size: 1.29 Mb
CivFanatics: JFort Mod v0.31 File Now Available
FileFront: JFort Mod v0.31 File Now Available