Modder's/Mapper's Questions?

(2) is easy - have a play with CIV4EraInfos.xml
(1) is hard - would take a fair bit of playing with the SDK, mostly in CvUnit.*, could possibly done in python but I'm not that familiar with the contents of those files.
 
strategyonly said:
1. Ok, then "HOW"
2. I mean throughout the whole time you play, usually the barbarians are only in the early stages, what about if your just about to take over a country in year 3000 and a whole bunch of nasty barbarians sprung up and you only had a few troops left ?, and if so, again "HOW".

The reason barbs stop springing up is that they appear only in unsighted territory. By mid game, you'll (or the AI will) have sighted all territory, making it no longer possible for them to appear.

To overcome this, you'll have to write some python, probably adding to the start turn process, and giving some small chance of placing a bunch of barbarian units on some random plot on the map.
 
1.) You can either create your own mission (requires the SDK) or use the action button mod somewhere on this forum to make a unit "plant" the trap. Then, it's a matter of keeping track of which plots are trapped (a list of x,y coordinates could be stored using the CyVariable system).

Then, you can probably use the onUnitMove python function (in CvEventManager) to check if someone's walked into the area of the trap.

Hope that can get you started.
 
strategyonly said:
2. ok then, if barbarians cant because of sighted territory, HOW about just some units , lets call them "ninja", NO unit affiliation at at, except to attack the closest city and create havoc? to have them pop up at random times of the year(s) then? if yes then how?
1. Anyone?

You'll have to use python, regardless, to make this happen. You'll just have to construct a bunch of units (barbs, ninjas, whatever) as a random event that has a certain small chance of happening each turn.
 
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