Random Cottage Placement Mod v0.1BtS
By: TheLopez
Last Updated 08/23/10
Version: v0.1BtS
Patch Compatibility: Beyond the Sword v3.19
MP Compatible: ?
Download Mod v0.1BtS
Description:
Randomly places cottages on the map depending on how the mod has been
configured. If random cottage placement is enabled and default values are used
then cottages have a maximum 1% chance of appearing each turn with that
percentage decaying each turn in the game.
Installation Instructions:
1) Unzip this into the "bts_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Random Cottage Placement
4) Load the game.
5) Then play as normal.
-----Game Play-----
- Workers can no longer build cottages
- Cottages are randomly placed during the game
-----Notes to Modmakers-----
If you want to use the Random Cottage Placement in your mod I have tried to
make things as easy as possible for you. In the XML files modified sections
are enclosed by:
<!-- -->
<!-- Random Cottage Placement Start -->
<!-- -->
and
<!-- -->
<!-- Random Cottage Placement End -->
<!-- -->
In the SDK files I have added // < Random Cottage Placement Start > and
// < Random Cottage Placement End > in all of the places that I have made
changes to the original files.
The python included is only used to tweak the configurable values for the mod.
If this mod is to be included in a mod like BUG, etc. then care should be taken
to make sure that tweaking the configurable options is ported to host mod.
This mod provideds the following methods through the CyGame object for tweaking
the configurable options:
bool isCityCottagePlacementTechRequired();
void setCityCottagePlacementTechRequired(bool bRequired);
int getCityCottagePlacementRequiredTech();
void setCityCottagePlacementRequiredTech(int eTech);
bool isWildCottagePlacement();
void setWildCottagePlacement(bool bEnabled);
bool isCityCottagePlacement();
void setCityCottagePlacement(bool bEnabled);
bool isCityHappinessAffectsCottagePlacement();
void setCityHappinessAffectsCottagePlacement(bool bEnabled);
bool isCityHealthAffectsCottagePlacement();
void setCityHealthAffectsCottagePlacement(bool bEnabled);
bool isCottagePlacementAffectCitySize();
void setCottagePlacementAffectCitySize(bool bEnabled);
int getMinimumCottageHostCitySize();
void setMinimumCottageHostCitySize(int iSize);
int getBaseCottageSpawnChance();
void setBaseCottageSpawnChance(int iChance);
-----Version Information-----
-----v0.1BtS------
- Setup Random Cottage Placement infrastructure
- Removed workers ability to create cottages in the XML
- Added to the SDK the ability to spawn cottages randomly in plots not owned by
any civilizations
- Added to the SDK the ability to spawn cottages randomly in plots owned by
civilizations.
- Added to the SDK infrastructure the following options:
- Enable/Disable tech prereq for city cottage placement. Default set to enabled
- tech prereq for city cottage placement. Default set to TECH_POTTERY
- when this is added
- Enable/Disable random cottage placement in the wild. Default set to enabled
- Enable/Disable random cottage placement in city plots. Default set to enabled
- Enable/Disable city unhappiness affects randow cottage placement. Default set to enabled
- Enable/Disable city unhealthiness affects randow cottage placement. Default set to enabled
- Enable/Disable city cottage placement costs city population. Default set to enabled
- Minimum host city size. Default set to 3
- base cottage spawn chance. Default set to 5, the 5 represents 0.5%
-----To Do-----
-----===Credits & Thanks===-----
- Exavier - Composite Mod - readme.txt format
- Sam Ro - For the idea for the mod
By: TheLopez
Last Updated 08/23/10
Version: v0.1BtS
Patch Compatibility: Beyond the Sword v3.19
MP Compatible: ?
Download Mod v0.1BtS
Description:
Randomly places cottages on the map depending on how the mod has been
configured. If random cottage placement is enabled and default values are used
then cottages have a maximum 1% chance of appearing each turn with that
percentage decaying each turn in the game.
Installation Instructions:
1) Unzip this into the "bts_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Random Cottage Placement
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
- Workers can no longer build cottages
- Cottages are randomly placed during the game
-----Notes to Modmakers-----
If you want to use the Random Cottage Placement in your mod I have tried to
make things as easy as possible for you. In the XML files modified sections
are enclosed by:
<!-- -->
<!-- Random Cottage Placement Start -->
<!-- -->
and
<!-- -->
<!-- Random Cottage Placement End -->
<!-- -->
In the SDK files I have added // < Random Cottage Placement Start > and
// < Random Cottage Placement End > in all of the places that I have made
changes to the original files.
The python included is only used to tweak the configurable values for the mod.
If this mod is to be included in a mod like BUG, etc. then care should be taken
to make sure that tweaking the configurable options is ported to host mod.
This mod provideds the following methods through the CyGame object for tweaking
the configurable options:
bool isCityCottagePlacementTechRequired();
void setCityCottagePlacementTechRequired(bool bRequired);
int getCityCottagePlacementRequiredTech();
void setCityCottagePlacementRequiredTech(int eTech);
bool isWildCottagePlacement();
void setWildCottagePlacement(bool bEnabled);
bool isCityCottagePlacement();
void setCityCottagePlacement(bool bEnabled);
bool isCityHappinessAffectsCottagePlacement();
void setCityHappinessAffectsCottagePlacement(bool bEnabled);
bool isCityHealthAffectsCottagePlacement();
void setCityHealthAffectsCottagePlacement(bool bEnabled);
bool isCottagePlacementAffectCitySize();
void setCottagePlacementAffectCitySize(bool bEnabled);
int getMinimumCottageHostCitySize();
void setMinimumCottageHostCitySize(int iSize);
int getBaseCottageSpawnChance();
void setBaseCottageSpawnChance(int iChance);
-----Version Information-----
-----v0.1BtS------
- Setup Random Cottage Placement infrastructure
- Removed workers ability to create cottages in the XML
- Added to the SDK the ability to spawn cottages randomly in plots not owned by
any civilizations
- Added to the SDK the ability to spawn cottages randomly in plots owned by
civilizations.
- Added to the SDK infrastructure the following options:
- Enable/Disable tech prereq for city cottage placement. Default set to enabled
- tech prereq for city cottage placement. Default set to TECH_POTTERY
- when this is added
- Enable/Disable random cottage placement in the wild. Default set to enabled
- Enable/Disable random cottage placement in city plots. Default set to enabled
- Enable/Disable city unhappiness affects randow cottage placement. Default set to enabled
- Enable/Disable city unhealthiness affects randow cottage placement. Default set to enabled
- Enable/Disable city cottage placement costs city population. Default set to enabled
- Minimum host city size. Default set to 3
- base cottage spawn chance. Default set to 5, the 5 represents 0.5%
-----To Do-----
-----===Credits & Thanks===-----
- Exavier - Composite Mod - readme.txt format
- Sam Ro - For the idea for the mod