SDK Component Requests:

NP. I try to make all my additional XML fit in seamlessly into the game, so new players can't tell where BTS ended and AND began. ;)
 
not sure if you already done it but just the CantBeUsedWithCivc tag for civics. though i don't find that much time for modding to used it myself soon it could prove very useful to other modders.
 
Sure, what exactly do you want to add?

Some extra Corporation information, some of the stuff like Wonka and Ultimate Soldiers feels more like Advertising by the corporation rather than semi-informative article akin to civilopedia's vanilla articles. And I may work on a bit on the new Civics to make them more detailed in a "Meier's Terms" style of writing.
 

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Here's a request, if you can do it, stolen directly from a unit I saw in Civ V.

Is there a way to make units give bonus % to GG experience bar?

For example, the Samurai in [civ5] gets +50% more great general experience in combat.
 
What about City`s found in snow tundra or desert units start with free promotion for the anti 15% damage, I would like to see that because I play all my games with terrain damage. It would be nice and make more sense I guess.
 
Another Interface Request :

I saw you add in svn 370 the alphabetical sort in the main Interface too. I find it Great.

Would it be possible to have an option to sort all the lists (Interface and in City Screen) ordered by number of turn it needs to produce, instead of alphabetical order ?
 
Last night during a game I experienced a "wonderful" desire for a new feature:

When ships are sunk in CivIV, there are no survivors. In real life there are.
Is it possible to create a utility that enables a chance of survival for transported units on board ships. I suggest it only occur when the sinking occurs in coastal areas, and the health of the survivors be randomly affected. Obviously the survivors should end up on adjacent land if allowed by treaty/border restrictions. The same could apply for air transports.
 
Last night during a game I experienced a "wonderful" desire for a new feature:

When ships are sunk in CivIV, there are no survivors. In real life there are.
Is it possible to create a utility that enables a chance of survival for transported units on board ships. I suggest it only occur when the sinking occurs in coastal areas, and the health of the survivors be randomly affected. Obviously the survivors should end up on adjacent land if allowed by treaty/border restrictions. The same could apply for air transports.

This would only be for transports adjacent to land, correct? Interesting idea...
 
fieldman, your idea was added to the codebase for 1.75beta2, and is considered a part of the "War Prizes" option. Basically, if your transport is adjacent to land, you have a 1/4 chance the unit will make it to shore. If it makes it to shore, it will receive some damage, (a random amount), and an alert will tell you of your units survival. It can not land on shore if it is occupied by enemy units, and will die automatically.
 
fieldman, your idea was added to the codebase for 1.75beta2, and is considered a part of the "War Prizes" option. Basically, if your transport is adjacent to land, you have a 1/4 chance the unit will make it to shore. If it makes it to shore, it will receive some damage, (a random amount), and an alert will tell you of your units survival. It can not land on shore if it is occupied by enemy units, and will die automatically.

Wow. You sure are very quick with the code!
Will an invisible unit die automatically, or be able to survive and infiltrate the enemy?
The 1/4 chance sounds fair, but I am no expert on survival averages. But the alert is an excellent addition. Now I can load my transports with my best troops, hug the coastline, and chew less nail.

The thought came to me while I was navigating an unescorted galleon loaded with my finest musketeers, dodging enemy shipping, hoping to complete a desperate assault maneuver. They made it, but the tension produced some creativity. Thanks Afforess.
 
It would be really handy if the auto-upgrade feature is turned on for a particular unit is shown in that unit's mouseover. It can be hard to keep track of which units have auto-upgrade turned on, and having that information in the mouseover would be a lot faster than having to select each unit.
 
My first attempt with Python and SDK :

* I Updated the City Production Popup that is displayed when the city queue is empty, in order to sort the list as in the city screen
* Units in city screen and in the City Production Popup are now grouped by class combat type, and then sorted.

Example : All the mounted units are grouped together, missionaries and melee units as well...



@Afforess : I upload the source on the SVN, so you can check the code (I'm sure it can be optimized - or removed if you don't like the feature).
 

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Interesting, I'll take a look. Calvitix, do you still have a version of Dynamic Civ Names for French? I realized that you can detect the language in Civ, so I could code it to act differently for French, and maintain only 1 version for all languages.
 
Great news. I'll merge it with the changes you made, and give you the file.
tu sum up, you have to put the adjectives after the name and not before.
Example : Pacifist chinese Kingdom --> Royaume pacifiste chinois.

But I found another problem with dynamicCivnames : as it overwrite the adjectiv and short desc strings, I think the game act as they are personalised parameters and don't use the different gender/plurals anymore
--> the gender/plural on all events are not correctly displayed.

I think is quite hard to solve that, so I play without the option for the moment
 
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