SDK Component Requests:

Do you have any idea yet of how to eliminate older Warlord units from showing in build queue after I hit the limit yet?
 
Do you have any idea yet of how to eliminate older Warlord units from showing in build queue after I hit the limit yet?

Yet? This is the first complaint I've received. And it's not even my modmod. ;)

Sure, I could add some code to the CanTrain function, to check if there is a new unit replacement, and if so, you can't train older ones.
 
Yet? This is the first complaint I've received. And it's not even my modmod. ;)

Sure, I could add some code to the CanTrain function, to check if there is a new unit replacement, and if so, you can't train older ones.

Oops on my grammatical error :).

Actually, I discussed it in Vincentz' thread before but he had no ideas. And other people said it is normal for National units. I still didn't like it and wondered if you had a solution for it. Glad you can do it. No real rush here, though.
Thanks!
 
Yet? This is the first complaint I've received. And it's not even my modmod. ;)

Sure, I could add some code to the CanTrain function, to check if there is a new unit replacement, and if so, you can't train older ones.

Good, so I can stop trying to figure out how to do this in python - I was getting nowhere fast :(

I was having the same problem with AAranda's sniper unit.
 
Oops on my grammatical error :).

Actually, I discussed it in Vincentz' thread before but he had no ideas. And other people said it is normal for National units. I still didn't like it and wondered if you had a solution for it. Glad you can do it. No real rush here, though.
Thanks!

Good, so I can stop trying to figure out how to do this in python - I was getting nowhere fast :(

I was having the same problem with AAranda's sniper unit.

Bah, normal behavior. I traced the code back to CvCity and changed it so that it should not allow units that have an upgrade available. However, this may have a side effect, for example, if I lack resources and research copper, I'd be in real trouble, not being able to construct warriors anymore.

I will add a tag for units, bForceObsolete, which will force the units to be untrainable if it is true, instead.
 
Okay, so my civ is on a nice plot of land, isolated from the main continent but connected by a one tile isthmus. The tile is a hill and the perfect position to bottleneck all the incoming enemy land forces, I put a fort there to increase the defense of the fortified units. Next turn one of my automated workers comes and tries to build a cottage since there is a nearby city. My request is to be able to tag a tile for automated workers to ignore, yes I know you can add signs, reminders, etc. but having over 15 workers all trying to build a cottage on that very important plot gets rather annoying, then putting them back on automation to finish other plots, only to have them come back to this plot when they're done.
 
Can't you just check the box "Automated workers do not build over existing improvements"?
 
I let the workers do what they want because the tech progression always makes the best improvement for a plot change. It may be a farm one era, a workshop another era, and a hamlet the next, I just don't want them touching that one plot.

EDIT: or better yet you can (attempt to) demand new unit visuals in the graphics forum for your separated workers :lol:
 
I let the workers do what they want because the tech progression always makes the best improvement for a plot change. It may be a farm one era, a workshop another era, and a hamlet the next, I just don't want them touching that one plot.

EDIT: or better yet you can (attempt to) demand new unit visuals in the graphics forum for your separated workers :lol:


I'm not sure I can see a way to do that. Marking tiles is purely a graphical change, it doesn't affect the SDK or workers. I don't see how you could make it see the mark without making the game scan every tile in the game, which, even in the SDK, would cause a considerable slowdown.

And for the latter option, I expect to see a Mario leaderhead before I would get my request filled. :lol:
 
Not sure if this is ultimately the correct place to post this, but i thought it would require some SDK work, and thusly this would be a good place to start. Would it be possible to create a wonder (national or world) that will 1) increase a units build time by X amount BUT 2) grant them a particular promotion?

I was thinking of something along the lines of a "Special Forces" school for gunpowder units (placed somewhere in the modern age obviously) that would increase gunpowder units build time by 25%, but would grant them the Commando promotion (which IMHO isnt seen often enough). Or, alternately (or similarly) a "TOP GUN" school that would grant fighters some air intercept promotion(s) in exchange for the reduced build rate.

Also, along this line of thought, if this concept is feasible, would it possible to create an "airborne school" to make gunpowder units paradrop capable? Was totally unsure of the realistic probabilities of this idea, as paradrop isnt a promotion...

At any rate, please let me know what you think. :)
 
Not sure if this is ultimately the correct place to post this, but i thought it would require some SDK work, and thusly this would be a good place to start. Would it be possible to create a wonder (national or world) that will 1) increase a units build time by X amount BUT 2) grant them a particular promotion?

I was thinking of something along the lines of a "Special Forces" school for gunpowder units (placed somewhere in the modern age obviously) that would increase gunpowder units build time by 25%, but would grant them the Commando promotion (which IMHO isnt seen often enough). Or, alternately (or similarly) a "TOP GUN" school that would grant fighters some air intercept promotion(s) in exchange for the reduced build rate.

Also, along this line of thought, if this concept is feasible, would it possible to create an "airborne school" to make gunpowder units paradrop capable? Was totally unsure of the realistic probabilities of this idea, as paradrop isnt a promotion...

At any rate, please let me know what you think. :)

You could make this right now. Here's how:

Create a National Wonder called "Special Forces Training Center". The National Wonder gives a new free building called the "Training Center" to all the player's cities.

The Training Center makes the specific unitclass require 25% more :hammers: to be built. It also grants the free promotion "Special Forces" which has the same effect as the commando promotion, but is only applicable to your unit(s).'

It's completely feasible using AND 1.53, right now. If you need specific help coding it, start a thread.
 
I would kindly ask if it is possible to add/change two parameters:

1. An additional way to upgrade units not only by picking a whole upgradeclass but also a specific single unit. E.g. something like: <UnitUpgradeType>UNIT_XYZ_INFANTRY</UnitUpgradeType> for *unitinfos.xml.

2. In *unitclassinfos.xml the possibility to pick also no unit as default unit for the other civilizations which do no produce a certain unit. E.g. something like:
<DefaultUnit>NONE</DefaultUnit>

Reason(s): Thus both changes would give a little bit more liberty in adding units/modding units.

Any more thoughts on this?
 
I would kindly ask if it is possible to add/change two parameters:

1. An additional way to upgrade units not only by picking a whole upgradeclass but also a specific single unit. E.g. something like: <UnitUpgradeType>UNIT_XYZ_INFANTRY</UnitUpgradeType> for *unitinfos.xml.

An UpgradeUnitType? Well... It may be quite a bit harder to add than usual... I may add it by AND 1.60, but no guarantees.

2. In *unitclassinfos.xml the possibility to pick also no unit as default unit for the other civilizations which do no produce a certain unit. E.g. something like:
<DefaultUnit>NONE</DefaultUnit>

How about a bUnique tag in the UnitclassInfos? Like FF does?
 
An UpgradeUnitType? Well... It may be quite a bit harder to add than usual... I may add it by AND 1.60, but no guarantees.
Sounds good and fair. :D

How about a bUnique tag in the UnitclassInfos? Like FF does?
Hmmm. First i have to admit, that i haven't looked so deep into other mods sources by now that i was aware about this tag there.

Point is, at the moment, u get messed up strange looking upgrade path gfx in the sevepedia when you put in wrong units as default ones to make the unit unique. (and inserting "None" by now leads obvisiously to a CTD. :lol:)

If the bUnique tag leads to the same result as i'm looking for, i would appreciate it (like all the efforts of all the ppl. who still contribute to this game and it's mods & modmods.)

regards
 
I have 3 requests, don't know if it's SDK.

1) Make the Vassalage and Capitulation treaties negotiable. A small story which happened in my game to explain this: Hirohito invaded Zara Yaqob and took a distant (for me) city. I was at war with Japan, so I took it back. I kept as a joker for future gains. Everyone made peace and I still had that city. I wanted to give it to Zara Yaqob, as long as he converted himself to Confucionism and became my vassal. For him, it would be kind of good to be my vassal, because he was weak from his war with the japanese. Result: we took 300 years to resolve this situation and he finally became my vassal. If I could give the city IN EXCHANGE TO the vassalage, would be better and faster for both of us. :king:

2) Make the number of peace turns of peace treaty variable, and make the AI take it in consideration. Rome didn't want to give Cumae to me in exchange of peace. Aurelius was right, in 10 turns I'd have declared war again! So, I took Cumae and thousand of romans had to die just because of this. Sad. :devil:

3) Apply the same concept of Multiple Production Mod to techs, in other words, the Multiple Tech Mod.
 
I have a suggestion. Some time ago we hat small talk about a feature, that grants buildings a bonus depending on the amount of ressources you have (i.e. 2x rise = 2x 10 % bonus, 3x = 30 %).

Now, i figured that, if the production bonus is linear, it might be trading far less important. So, i would suggest that these bonus stack, but not linear, but progressive. For example, if you have an artesian well, it would produce 10 % more food for the first rice. A second rice may only give you another 5 %, and each additional rice will increase it by 2.5 and 1.25 %. In this formular, the bonus would half each time after the first based on the yield in the xml.
 
I have 3 requests, don't know if it's SDK.

1) Make the Vassalage and Capitulation treaties negotiable. A small story which happened in my game to explain this: Hirohito invaded Zara Yaqob and took a distant (for me) city. I was at war with Japan, so I took it back. I kept as a joker for future gains. Everyone made peace and I still had that city. I wanted to give it to Zara Yaqob, as long as he converted himself to Confucionism and became my vassal. For him, it would be kind of good to be my vassal, because he was weak from his war with the japanese. Result: we took 300 years to resolve this situation and he finally became my vassal. If I could give the city IN EXCHANGE TO the vassalage, would be better and faster for both of us. :king:

I believe the logic here is that capitulation is unconditional surrender. Only the person who is accepting defeat can trade items (spoils of war).
[Also, diplomacy is a pain to edit, and while this is annoying, it is hardly a major point of concern. Perhaps when I start getting completely bug-free releases.]

2) Make the number of peace turns of peace treaty variable, and make the AI take it in consideration. Rome didn't want to give Cumae to me in exchange of peace. Aurelius was right, in 10 turns I'd have declared war again! So, I took Cumae and thousand of romans had to die just because of this. Sad. :devil:

I'm not sure I'd consider that a bug. :p
3) Apply the same concept of Multiple Production Mod to techs, in other words, the Multiple Tech Mod.

Does overflow research already get applied to the next tech in line?

I have a suggestion. Some time ago we hat small talk about a feature, that grants buildings a bonus depending on the amount of ressources you have (i.e. 2x rise = 2x 10 % bonus, 3x = 30 %).

Now, i figured that, if the production bonus is linear, it might be trading far less important. So, i would suggest that these bonus stack, but not linear, but progressive. For example, if you have an artesian well, it would produce 10 % more food for the first rice. A second rice may only give you another 5 %, and each additional rice will increase it by 2.5 and 1.25 %. In this formular, the bonus would half each time after the first based on the yield in the xml.

An interesting idea, but this would be easier to do in python.

Either way, I've already got a way to balance the Artesian Well, I wouldn't worry about that.
 
Is it easy enough to do in python than you will actually considering adding the feature (i.e. stacking, progressive modifers) it in your mod ?

edit: Its not only about the well, that was just an example. In my opinion, most buildings should grant bonus based upon the number of ressouces you actually own. I wouldnt mind modding it my own, given the function would be around.
 
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