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Pendragon Mod

Discussion in 'Civ4 - Modpacks' started by Radio Noer, Aug 24, 2011.

  1. Radio Noer

    Radio Noer The Devourer

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    Pendragon Mod v1.0

    Hello everyone, I have made a total conversion mod based off of the Pendragon book series by D.J. MacHale and have decided to release it to the public to get some more plays on it and maybe just provide a little diversion for people every once in a while, if not regularly. It's a very simple mod, really just removing stock civilizations and leaders and replacing them with leaders from the Pendragon book series so try it out, there no new rules to worry about, no giant new tech tree to master, just a fun mod I think you will enjoy :). Please leave feedback! Even if it's just "good mod" or an extensive write-up of the flaws and balance issues, feedback is appreciated so much! Without any further ado (if you read this that is), please take a look at the Pendragon Mod.

    Current features:
    11 New Civs with UU's and UB's
    Over 30 leaders
    BUG mod Integration
    Optional K-Mod AI Integration

    Current Civs/Leaders
    Spoiler :
    First Earth
    Gunny (Ind/Org)
    Winn Farrow (Exp/Imp)
    Nancy "Jinx" Olsen (Agg/Ind)
    Dodger (Ind/Fin)
    Max Rose (Exp/Fin)
    UU: Gangster (cheaper infantry)
    UB: Hotel (bank with another +15% gold)

    Second Earth
    Bobby Pendragon (Pro/Phi)
    Mark Dimmond (Fin/Cre)
    Courtney Chetwynde (Phi/Cha)
    Press Tilton (Spi/Org)
    America's UU and UB

    Third Earth
    Patrick Mac (Cre/Pro)
    UU: Librarian (spy)
    UB: Public Library (Library +15% research)

    Ravinia
    Saint Dane (Agg/Cha)
    Nevva Winter (Agg/Exp)
    Alexander Naymeer (Fin/ChaQ
    UU: Ravinian Soldier (infantry with 22 str)
    UB: Horizon Compound (Palace +15% unit production)

    Zadaa
    Loor (Agg/Spi)
    Saangi (Agg/Exp)
    Osa (Agg/Cha)
    Pelle a Zinj (Cre/Imp)
    UU: Bantu Warrior (Spearman +1 move +1 Str)
    UB: Training Ground (Barracks +2 exp to ground units)

    Cloral
    Vo Spader (Agg/Cha)
    Benn Spader (Ind/Fin)
    Wu Yenza (Ind/Org)
    UU: Military Habitat (Carrier +3 cargo space, 30 str)
    UB: Ship Assembly (Harbor +1 tr, +1 hammer on water tiles +25% ship production)

    Veelox
    Aja Killian (Cre/Org)
    Dr. Zetlin (Cre/Fin)
    UU: Lifelight Operator (Worker, builds improvements 2x faster)
    UB: Lifelight Pyramid (Laboratory no unhealthiness, +10% research)

    Quillan
    Eli Winter (Spi/Pro)
    UU: Dado (Mech inf +3 str, cheaper)
    UB: Quillan Games Stadium (Coloseum +10% gold)

    Ibara
    Siry Remudi (Exp/Imp)
    Jen Remudi (Spi/Pro)
    Loque (Cre/Ind)
    UU: Settler Ship (Galleon +2 Cargo)
    UB: Tribunal (-25% War Weariness, additional -10% maintenence)

    Eelong
    Kasha (Fin/Org)
    Boon (Agg/Pro)
    Aaron of the Gars (Org/Pro)
    UU: Black Water Fighter (SAM Infantry with very high interception chance and +50% vs gunpowder units)
    UB: Radio Link (Broadcast Tower +1 Trade Route, cheaper)

    Denduron
    Alder (Org/Imp)
    Rellin (Ind/Org)
    Kagan (Exp/Fin)
    Figgis (Fin/Pro)
    UU: Bedoowan Knight (Swordsman additional +5% city attack +25% vs Melee)
    UB: Glaze Mine (Forge, additional 1 unhealthiness, additional +10% production, +10% gold)


    Pictures!
    Spoiler :

    Play as new leaders, like Spader of Cloral. Living in a watery world sure gives Spader advantages when it comes to the high seas, don't mess with his navy!


    There's also Alder from Denduron, his early Forge replacement, the Glaze Mine, boosts production and gold, use it to pump out Bedoowan Knights to take over nearby enemies!


    Or perhaps Max Rose is more your taste, associated with Nazi Germany, Max Rose is a ruthless gangster leader, the Bank replacemt, Hotel, boosts gold and First Eartth's gangsters are cheap infantry, ready to do your dirty work!


    Warring not to your taste? Try Siry Remudi, the leader of the Jakills from Ibara, his goal is to recolonize the mainland, help him out!


    There is also a unique National Wonder for each civilization. For example, Eelong has the Advent, giving extra happiness and trade routes in all cities.


    Also included are reworked civics, such sa Despotism, lowering early happiness and therefore growth, get out of it as fast as possible!


    All this and many more changes are in the Pendragon Mod!


    Changelog
    Spoiler :
    Version 0.1.1
    Changed Civics for variety and (hopefully) better balance

    Version 0.1.2
    Buffed "Ship Assembly", now gives extra hammer on all water spaces
    Added Scenario "Pendragon Axis vs Allies"
    Added 2 civilopedia entries (more to come)
    Flume tech/Building

    Version 0.1.3
    Civilopedia entries for all leaders
    "The Convergence" wonder added

    Version 0.2.0
    Unique World Wonders
    Fixed Librarian and Lifelight Operator

    Version 0.5
    About 20 new leaders! (credit goes to Nitram15, charle88, Sabotlieh, melcher kürzer, and cool3a2 for leaderheads PLEASE TELL ME IF I'M MISSING A CREDIT!)
    "Convergence" and offshoots are now national wonders and have had some of their effects dampened a bit.
    Tweaked Vassalage to give a more substantial bonus in the capital
    Changed starting techs of most civs to better represent their specialties.

    Version 0.75
    Civilopedia entries for civilizations and new leaders
    Unique greeting for each new leader
    New city names

    Version 0.8
    Reworked Caste System and Specialist counts
    Fixed Benn Spader diplo

    Version 0.9
    Civilopedia entries for all added units and buildings :)
    Buffed Caste System

    Version 1.0
    Art
    K-Mod download Option


    Credits:
    Me, Radio Noer :)
    The BUG team
    Nitram15
    charle88
    Sabotlieh
    melcher kürzer
    cool3a2
    danrell
    snafusmith
    Wolfshanze
    Xenomorph
    Zerver
    Dumanios
    karadoc
    Deon
    Lord Tirian
    HROCHland
    dacubz145

    Other notables:
    The_J, for helping me in the very early stages and moving the thread here
    Baldyr, for trying to help with some python coding, which got me to fixing the Flume building
    GGracchus, for giving me bits of feedback for balance and the like


    Here's the link to the download in the Download database

    Standard Download
    Pendragon + K-Mod
     
  2. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    This is the only correct place ;).

    .zip it. The limit is 10mb for .zip files, else use an external hoster like RapidShare or MegaUpload.


    And, and while i have no idea from the scenario/topic/world, i still wish you good luck with your project.
     
  3. Radio Noer

    Radio Noer The Devourer

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    Oh, ok I'll be sure to put the file up soon then :)

    EDIT: The file is up.
     
  4. Baldyr

    Baldyr "Hit It"

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    I only wish I had the time to help you add custom scenario events with Python scripting... :p
     
  5. Radio Noer

    Radio Noer The Devourer

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    Added civ info to OP, Pictures soon.
     
  6. Radio Noer

    Radio Noer The Devourer

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    Alright, Version 0.1.1 is out with civic changes as the only modifications.
     
  7. Radio Noer

    Radio Noer The Devourer

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    Alright, I have a major request to enhance the mod a bit, basically what I need is a building that allows travel to any other city provided that city too has that building. The best workaround I can think of is just allowing it to airlift units but I would also like it to only be able to be built x number of times in any given empire. I feel like this would require Python modding, of which I know nothing about. I've already figured out the tech required to build it (I think) but I need that component as well.

    So I suppose my questions are: Can anybody make this for me? And is there anything like this already to save some legwork on this component?

    Sorry if it's complicated/I didn't explain it well enough, I'd be more than happy to clarify if requested.
     
  8. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    That's partially already the airport functionality.
    I'm not sure if you can restrict that to special cities only. I know it would work for the human, but i'm not sure if it would work for the AI too.
     
  9. Baldyr

    Baldyr "Hit It"

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    Yeah, it should be easy enough to restrict the building of a airport type building to only a certain number of instances. It would entail adding some line of code into the CvGameUtils.py file.

    If you setup the XML portion of the mod and post the XML tag you end up using for the special teleport building (like "BUILDING_TELEPORT") anyone knowledgeable would be able to submit the code you need for this. Other details are of course also necessary, like how many instances of this building there can be per player.
     
  10. Radio Noer

    Radio Noer The Devourer

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    Alright, the XML tag is "BUILDING_FLUME", do I need to change the BUILDINGCLASS from "AIRPORT" to "FLUME" as well? And I'd like a maximum of 4 of these buildings per player.

    Thanks in advance
    Radio Noer
     
  11. Baldyr

    Baldyr "Hit It"

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    If you get the XML entries for the building and the building class in order, you need to change the marked line in \Assets\Python\CvGameUtils.py accordingly:
    Code:
    	def cannotConstruct(self,argsList):
    		pCity = argsList[0]
    		eBuilding = argsList[1]
    		bContinue = argsList[2]
    		bTestVisible = argsList[3]
    		bIgnoreCost = argsList[4]
    		return [COLOR="Red"]eBuilding == gc.getInfoTypeForString("BUILDING_FLUME") and gc.getPlayer(pCity.getOwner()).countNumBuildings(eBuilding) > 4[/COLOR]
    In order for this to take effect, you also need to enable this value in \Assets\XML\Civ4PythonCallbackDefines.xml:
    Code:
    	<Define>
    		<DefineName>USE_CANNOT_CONSTRUCT_CALLBACK</DefineName>
    		<iDefineIntVal>[COLOR="Red"][B]1[/B][/COLOR]</iDefineIntVal>
    	</Define>
    Now, make sure to use UTF-8 text encoding when you save your changes, or things may cease to work.
     
  12. GGracchus

    GGracchus Tribune of Rome

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    What you could do(after getting flumes) is create a scenario with 10 islands seperated by ice with either mass PA's or something. You also should get rid of all of the default BTS leaders, and maybe some pedia text for the new leaders(rip it off a pendragon wiki maybe)
     
  13. Radio Noer

    Radio Noer The Devourer

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    PA's would be paratroopers? Any I will be making scens shortly, that one sounds very interesting and I will get custom Civilopedia entries... eventually.
     
  14. Radio Noer

    Radio Noer The Devourer

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    @Baldyr That didn't work (but thanks for your help anyways :)) but I figured out how to make it a "National Wonder" able to be constructed 4 times so I believe that the limit will work now. Now it's just a matter of getting it to only airlift to cities with the flume built in it...
     
  15. Baldyr

    Baldyr "Hit It"

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    Well, either I made a mistake - or you did. If you would have enabled error messaging we would have been able to work it out, but I'd say your XML solution is way better as it doesn't add any lag to the game. So I'd say you're good.
     
  16. GGracchus

    GGracchus Tribune of Rome

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    Permanant Alliances between worlds loyal to Bobby or those loyal to Saint Dane.
     
  17. Radio Noer

    Radio Noer The Devourer

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    Ah, I see. Quite a good idea actually. The ten protagonists vs the three evil ones could be very interesting as Saint Dane spams units more than Shaka :)
     
  18. GGracchus

    GGracchus Tribune of Rome

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    *looks in the XML* 45 Unit prob, looks even worse(to face) than Raggy. You might want to give him 2 warmonger respect, though.
     
  19. Radio Noer

    Radio Noer The Devourer

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    Just made a little scenario, working in civilopedia now.
     
  20. Radio Noer

    Radio Noer The Devourer

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    Posting version 0.1.2 now, buffed Spader's UB a bit (Cloral does dominate the seas after all). Added a small scenario, started civilopedia entries (if I end up burning more music tomorrow, I'll add more than just 2 leader civilopedias ;)).
     

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