RealFort Mod

BTW, does the heal bonus from the fort stack with Heal promotion, i.e. would units be healed 20% omre per turn?
 
I am trying to code having fighters and jet fighters on carriers give a bonus to the carriers strength based on a percentage of each fighters strength on board the carrier. I was told you'd be the one to ask since your mod is similar to what I am trying to accomplish. Any help would be appreciated. Here is the location: http://forums.civfanatics.com/showthread.php?t=151232
 
=DOCTOR= said:
Has anyone using this mod noticed whether the AI will now use Forts? If not, then this mod serves only to bolster the human player's game.

Has anyone noticed whether the AI uses the vanilla fort?

--Kristine
 
Hi Bhruic, I'm having some problems combining this mod with the Random Events mod. this is because in the CvEventInterface.py file located in the python/entrypoints folder, RealFort defines:

normalEventManager = CvCustomEventManager.CvCustomEventManager()

while Random Events defines:

normalEventManager = CvRandomEventsEventManager.CvRandomEventsEventMana ger()

is there a way around this? thanx in advance for your support! :)
 
You have to combine the custom event managers into one. A number of mods that use Python code are like this. I used the Sevomod's custom event manager as my starting point personally.

That being said, a CEM is just an auxilliary to the same functions in the standard Event Manager, so everything that mods do in CEMs can be done directly in the CvEventManager.py file instead, it's just a lot more cluttered.
 
Bhruic said:
The defense can be modified with the XML tables, I didn't touch that, actually. I'm not sure increasing the healing rate that much would be good. Units already heal fairly quickly in friendly territory, so giving them effectively a free "Healing I" seems like it should be sufficient. But because the mod works by attaching Promotions to the Forts, you can actually modify the Promotions yourself, if you wish to. The XML file for them is included.

Bh

Which file is this? I'd like to start off my modding with something simple, so a little direction to the file would be greatly appreciated.
 
promotions are located in the file CIV4PromotionInfos.xml in the folder Assets/XML/Units.
the fort itself is located in the file CIV4ImprovementInfos.xml in the folder Assets/XML/terrain
 
Wow. I can't believe that I had any problems reading those XML files. Well, thanks for showing me the light, Gecko.
 
Wouldn't it be possible to build forts on other terrain improvements if you made the fort a 'feature' such as forest and jungle? Those can stay in existence, eg lumbermill on forest.
 
Great_Scott said:
I think Forts should have a zone of control. Basically the same as a level 1 city. Is that possible?

Ha! I suggested pretty much the same thing. It is on page 2 I think of this thread (just look for my first response).

I don't think Bhruic is working on this anymore, though.:cry: No one has really posted for quite some time.
 
ZOC is a huge problem for the AI. Pathfinding is one of the oldest branches of Artificial Intelligence and there are still numerous mathematical problems that the AI cannot solve as well as a human can. Hence, no ZOC type functions in Civ 4.
 
I had noticed that Bhruic seems to stopped working on this and seeing as forts, their building, and their use, have always given me great enjoyment I've decided to persue a fort enhancement project.

I started with RealFort's basic idea of giveing promotions to increase the forts stratigic value, but I am going to use the tile, features, and bonuses of the fort, units combat type, and units stats(ie health, first strikes, strenghth) to determine what combinations of promotions are given. I have the archer code about have done on this aspect.

I think Forts should have a zone of control. Basically the same as a level 1 city. Is that possible?
I also have missed ZOC very much, and seeing as I play alot of hotseat games, the AI problem is not such a big concern of mine. With that in mind, I have made good progress in this regard and have implemented a movement reduction to units moving around an enemy fort, aswell as a general harassing attack that damages units slightly each time they move in the eight squares around an enemy fort. I still need to polish osme of the error checking and to tweak the numbers, but this feature should be availabe in the next release of my JFort Mod(see my sig for thread link).

I have watched this thread since I got on these boards and have used this mod in many games, but seeing as Bhruic is around, I'm going to try and take up the banner of improving forts so if anyone has input or ideas, please post them up on my JFort thread. :)
 
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