Quick Global Warming Modding question

digitCruncher

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Here is an unusual question:

I want to INCREASE the amount of global warming in my games.

Here is my logic: In the Rise of Mankind mod, with the wonders of Desert Windmills, those refining / recycling centers, and Soylent Green Facilities, Desert isn't all that bad! As a result, I want it to be possible to make an entire world A MASSIVE DESERT WASTELAND!

I feel evil, but the way I would do it is rather simple:

Lower the Global Warming prob, from 40, to around 30. This will significantly DECREASE global warming, especially for worlds with many forests

Increase the pollution effects of buildings (GLOBAL_WARMING_UNHEALTH_WEIGHT), from 40, to 50. Combined with many more buildings that perform unhealth, this would be an interesting way to make deserts.

However, the last thing, I can't do. It isn't that bad, having 1 tile turning to desert every turn (which would happen with a GLOBAL_WARMING_PROB being set to 999, which, thankfully, I won't). The problem is that it is SO SLOW. I want to be able to QUADRUPLE the number of times Global warming does it's checks (So, each turn, the computer will do *4* checks for global warming). Global warming should be rampant by the end-game.

It will need some tweaking, sure, but it will also be fun :D But is there an easy way to change the mod so that it checks for global warming 4 times each turn, instead of just 1??

PS. Just to check, setting bPrereqReligion to 1 means that the unit requires THE state religion present in the city, correct?? I will check that myself soon anyway... Nope, it doesn't. I decided to go with someone else's suggestion, and gave pikes and Heavy pikes a +50% attack and defence vs. Templar Knights instead of limiting Templar Knights to require a state religion. Hopefully that will make Templar Knights slightly less "I am in your base, killing your dudes. And by dudes, I mean pillaging the **** out of your improvements" units, and instead become a specific mounted unit that literally destroys any stack of melee units (which aren't guarded by pikes). As it is, the pikes suicidal tendancies to ALWAYS DEFEND THE STACK VS. MOUNTED mean that that doesn't change much, but it is a nice tweak IMO.

PPS. For people with the Rise of Mankind Mod, where is the Encyclopedia in the XML. I wish to ... speak to it >.> <.< Found it. It is called PROJECT_ENCYCLOPEDIE (sic), and is found in CIV4ProjectInfo.
 
Because not only will that make global warming appear once a turn, every turn, from the stone age, but in the late industrial age it will STILL make only 1 global warming effect each turn...

I want to have multiple global warming effects each turn... otherwise it has little effect on nations who don't eat Soylent Green >.> Or seafood. That is another alternative.
 
I don't suppose you'de be willing to have more of your buildings produce fallout?
 
Do you mean making some buildings randomly 'melt-down', like a Nuclear Power Plant??

If so... no. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!

Any other methods I could use to make Global Warming more dangerous for large maps?? I can't find the peice of code which says "Do this many global warming checks"...

It is an odd request, I guess >.>
 
Do you mean making some buildings randomly 'melt-down', like a Nuclear Power Plant??

If so... no. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!

Any other methods I could use to make Global Warming more dangerous for large maps?? I can't find the peice of code which says "Do this many global warming checks"...

It is an odd request, I guess >.>

The global warming is called in CvGame.cpp in :doTurn with the function :doGlobalWarming. The function is some lines deeper in the same file. But do you know that there is a not so bad "new" Global Warming Mod out there? I don't know all the details because I've done my own Advanced Global Warming for CCV but perhaps this is good for you. I know the code is included. Have a look at the forum.
 
Thats what I want :D

As for implementing a mod on top of the other mod... RoM doesn't merge well with other mods, and I just want a quick and dirty 'fix', for my enjoyment. I don't feel like mucking around with what could be several serious mod incompatibility problems :P

But that looks about right. Now I just need to find out what (if anything) I need to change. By the looks of the code, it seems as if the pollution from the unhealthiness from buildings AND the total nuclear weapon discharges all increase the number of global warming 'checks'. Meaning if everyone had an oil refinary, glassmith, forge, factory, coal power plant etc. etc. etc., and no nukes occured, global warming would run as per usual, yes??

(This all rests on the method getBuildingBadHealth() returning a NEGATIVE number, if the city has any buildings that provide bad health... otherwise, it seems as if alot of highly polluting buildings DECREASE the number of global warming checks, effectively allowing global warming to be stopped completely by building enough factories!!)
 
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