Requested Mods

Well... It's true that it's not possible with XML, but it's possible (and frankly a whole lot easier) with SQL. For bonus points, the trigger makes it work without worrying about mod load order or mucking about with references. :king:

3 statements are the entirety of the mod (2 statements to replace all the XML that you did, @Enginseer, and one more for the trigger):
Code:
INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
  SELECT Type, 'PROMOTION_RIVAL_TERRITORY_SHIP' FROM Units
  WHERE CombatClass IN ('UNITCOMBAT_NAVALRANGED', 'UNITCOMBAT_NAVALMELEE');

INSERT INTO UnitPromotions_UnitCombats (PromotionType, UnitCombatType)
  VALUES
  ('PROMOTION_RIVAL_TERRITORY_SHIP', 'UNITCOMBAT_NAVALRANGED'),
  ('PROMOTION_RIVAL_TERRITORY_SHIP', 'UNITCOMBAT_NAVALMELEE');

CREATE TRIGGER ShipsIgnoreBorders AFTER INSERT ON Units
  WHEN NEW.CombatClass IN ('UNITCOMBAT_NAVALRANGED', 'UNITCOMBAT_NAVALMELEE')
  BEGIN
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
    VALUES (NEW.Type, 'PROMOTION_RIVAL_TERRITORY_SHIP');
  END;

Enjoy.
 
Well... It's true that it's not possible with XML, but it's possible (and frankly a whole lot easier) with SQL.

Is there anyway to make sure SQL can check for modded buildings before doing updates to them(like updating their costs) outside of a mod? It appears that if you don't have the modded buildings while the SQL does its update, it attempts to create an error code everytime you go into the city's production queue.
 
Is there anyway to make sure SQL can check for modded buildings before doing updates to them(like updating their costs) outside of a mod? It appears that if you don't have the modded buildings while the SQL does its update, it attempts to create an error code everytime you go into the city's production queue.
I'm a little unclear. I think I have an idea what you're asking, but it would be easier if you PM'd me your code.
 
I searched this thread and the rest of the forum I wanted to ask cause I know nothing about modding.

Would it be possible to create a "False Flag" Unit?

1. Unlocked sometime with Radio Telecommunications. Can only be build one every 5 turns. Cannot be purchased.

2. Primary purpose is to severely damage the relationship between civilizations that may be cooperating or working against you.

3. When unit is built, you choose which civilization you want to disguise this unit as. Kind of like how you get to occasionally choose a Great Person. Say you want to create war between India and England. Make your FF Unit an English, send him to India's border. When he walks in, FF Unit blows up, pillaging directly adjacent tiles and damaging all units in those tiles.

4. Successful use of unit incites war between the civilization you've attacked and the one you've framed.

Would something like this be possible or is the modification factor of "build a unit for someone else" too complicated to implement?
 
I would love:

1) a mod allowing to add workers as citizens to a city and removing 1 pop if you make them (civ 3). Fast growth for lazy players.
2) a mod giving workers a new task, terraform. Change terrain to grass, plains, hill, flat, put forest (I know there is one mod for forest).
I know second one is impossible because of graphical limitations.
 
I seem to have read about a mod that removes pointless pop-up screens, where all you can do is *Click* to make the screen go away and let the turn continue. I tried searching for it, but without result. Does anybody know the name of this mod or doesn't exist (yet)?
 
I seem to have read about a mod that removes pointless pop-up screens, where all you can do is *Click* to make the screen go away and let the turn continue. I tried searching for it, but without result. Does anybody know the name of this mod or doesn't exist (yet)?
You're thinking of Quiet Diplomacy. It's a DLL mod, though, and you can only have one of those at a time. Note the Community Patch DLL apparently also does this to some extent.
 
Can I ask for a small one?

I'm really annoyed by World-wonder spamming cities. It should be GREAT undertaking to create a World Wonder. But I have no modding skills, so here I came to ask for help.

The Idea for the change is:

When you're building a World Wonder and you've got another World Wonder of the same age in any city of your empire, you'll receive -40% production in that city while you build it.

When you're building a World Wonder and you've got another World Wonder of the same age in the same ciry, you'll receive -80% production in that city while you build it.

And that's it.
 
is there a mod that changes luxuries spawn rate, that will increase their amount on the map?
more than "Abundant Resources", something similar to "Legendary Start", just to take place on whole map?
 
Since there isn't a Requested Civs thread I'll post this here:

Is anyone working on or planning a Scythian and/or Sarmatian civ? If not, that would be my request.
 
I'd be really interested in a mod that replaced the generic barbarians with more specific (playable) tribes, with their own leaders. There are plenty of suitable tribes from antiquity as well. Examples include the Vandals under Genseric, the Visigoths under Alaric I, the Ostrogoths under Totila, the Gauls under Vercingetorix, or even rebelling slaves under, say, Spartacus.

EDIT: Some of these would make really good scenarios, as well. Un/fortunately, in all of them I'm pretty sure the opponent would end up being Rome. :mischief:
EDIT: I've just found out the Goths, Gauls AND Vandals already exist as civs (D'oh :wallbash:). The others, however, as far as I know, and the general idea of the mod I suggested, has not been done yet.
 
I recently started a thread for I mod I'd like made. Would anybody be willing to do it for me?
 
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