SDK Component Requests:

Hmm, if it was my food caravan i'd preferably send it to a size 1 city to increse it's growth - such towns profit most form growing evidently because they get a 2nd worked tile that usually doubles growth rate or hammers. i would not send it to any city that stagnates since it has no potential of further growth nor to a city that shrinks because additonal food can only buy you a few turns but not prevent the inevitable.

btw, how are food-caravans produced? with :food: only or is it possible to 'trasform' :hammers: into :food: by the usage of these caravans?

My rational for sending caravans to shrinking cities was to buy a few turns. Sometimes, a few turns is all you need.

As for stagnating cities, how many times, when constructing a wonder, have you re-arranged the tiles so that the city was stagnate just to eek out an extra few hammers? I know I have. Stagnate cities are not secondarily cities that won't grow, but cities were growth isn't optimal.

And if the AI doesn't find any of these, then I search out for small cities.

As for the production of the units, it's up to the modder as to how they are built. They can be built from straight :hammers: or a :hammers: & :food: combo. ATM, there is no way to create units only from food. (What would you do with the hammers? Waste them?)
 
New request in addition to the others I requested before.
Reminder:
1. xml tag that toss out older Warlord unit when the new one is available

2. gamespeed scaled movement cost

3. New request: xml tag to force a civ to be permanently minor civ... For Native America, Iroquis(sp?) and few civs in Megacivs that I think should stay minor, imo.
 
New request in addition to the others I requested before.
Reminder:
1. xml tag that toss out older Warlord unit when the new one is available
That's already been added, called bForceObsolete.

2. gamespeed scaled movement cost
Yeah, I need to look into this.

3. New request: xml tag to force a civ to be permanently minor civ... For Native America, Iroquis(sp?) and few civs in Megacivs that I think should stay minor, imo.

That shouldn't be too hard.
 
3. New request: xml tag to force a civ to be permanently minor civ... For Native America, Iroquis(sp?) and few civs in Megacivs that I think should stay minor, imo.

You can do this with python just fine. Look at the MinorCivs.py in the python folder. I'm not sure why you need me. :mischief:
 
You can do this with python just fine. Look at the MinorCivs.py in the python folder. I'm not sure why you need me. :mischief:

Didn't know that.

Now I'm like you in the summer, awful at Python above all other codes used in civ4 so I hope I get it right when I play around with that file
Thanks!

EDIT:

There is no such file like that in the folder. Though there is a file of slightly different spelling in Revolution folder. I looked in it and was stumped by it. How do I go about making a civ permanently minor? I already know I can set that status in mapscript because I set a couple of civs in Carter's Earth Map Zappara provided into minor from a line there. But suppose I want to play random map game. How do I make a few civs permanently minor civs?
 
Didn't know that.

Now I'm like you in the summer, awful at Python above all other codes used in civ4 so I hope I get it right when I play around with that file
Thanks!

EDIT:

There is no such file like that in the folder. Though there is a file of slightly different spelling in Revolution folder. I looked in it and was stumped by it. How do I go about making a civ permanently minor? I already know I can set that status in mapscript because I set a couple of civs in Carter's Earth Map Zappara provided into minor from a line there. But suppose I want to play random map game. How do I make a few civs permanently minor civs?

Yeah, sorry it's called StartAsMinors.py, my bad. Don't ask me specifics, I avoid python whenever possible. I imagine you would loop through all the teams, and if the civilization type was native american (or whatever you want), then call setIsMinorCiv(True, False) for their team. I'm sure if you asked in the python, SDK forum or Dancing Hoskuld, they could help, as I'm very unfamiliar with python...
 
My rational for sending caravans to shrinking cities was to buy a few turns. Sometimes, a few turns is all you need.

As for stagnating cities, how many times, when constructing a wonder, have you re-arranged the tiles so that the city was stagnate just to eek out an extra few hammers? I know I have. Stagnate cities are not secondarily cities that won't grow, but cities were growth isn't optimal.

And if the AI doesn't find any of these, then I search out for small cities.

the logic is not wrong but you seem to underestimate the the importance of developing your minor cites: 2 large cites will usually have more :hammers: and :commerce: together than one mega city and a small town. despite a size 3 town is much less dependand on the steady stream of prodution caravans than size 1 town bacause it can finish buildings in reasonable turns on it's own. the faster such towns develope into fully upgraded cities the faster they give more coin than they cost you and are able to support other towns with caravans and allow your core cites to focus on military production instead of support caravans. untill now this strategy made civ games in RoM for me pretty easy so i think it's worth consideration.

As for the production of the units, it's up to the modder as to how they are built. They can be built from straight :hammers: or a :hammers: & :food: combo. ATM, there is no way to create units only from food. (What would you do with the hammers? Waste them?)

the problem with that is that i already see me exploiting this because probably you will be able to significantly increase the growth rate of larger cities with lots of :hammers: such that again my empire will be able to out-produce and out-tech every AI.

therefore i pleadged for the :food: transport via trade routes that does not allow this exploit and doesn't bring up the problem of what to do with the unused :hammers:
 
My rational for sending caravans to shrinking cities was to buy a few turns. Sometimes, a few turns is all you need.

As for stagnating cities, how many times, when constructing a wonder, have you re-arranged the tiles so that the city was stagnate just to eek out an extra few hammers? I know I have. Stagnate cities are not secondarily cities that won't grow, but cities were growth isn't optimal.

And if the AI doesn't find any of these, then I search out for small cities.

As for the production of the units, it's up to the modder as to how they are built. They can be built from straight :hammers: or a :hammers: & :food: combo. ATM, there is no way to create units only from food. (What would you do with the hammers? Waste them?)

multiproduction(?) exploit, get a city with mega production and spew them out turn after turn, pumping up small cities, if no limit then you could stack up 25-50 of them, build a city then pump it to 25 in 24 turns bwahaa
 
the logic is not wrong but you seem to underestimate the the importance of developing your minor cites: 2 large cites will usually have more :hammers: and :commerce: together than one mega city and a small town. despite a size 3 town is much less dependand on the steady stream of prodution caravans than size 1 town bacause it can finish buildings in reasonable turns on it's own. the faster such towns develope into fully upgraded cities the faster they give more coin than they cost you and are able to support other towns with caravans and allow your core cites to focus on military production instead of support caravans. untill now this strategy made civ games in RoM for me pretty easy so i think it's worth consideration.

Smaller towns *are* considered. As for how well it actually works for the AI, I think I need to do playtesting to see.

the problem with that is that i already see me exploiting this because probably you will be able to significantly increase the growth rate of larger cities with lots of :hammers: such that again my empire will be able to out-produce and out-tech every AI.

therefore i pleadged for the :food: transport via trade routes that does not allow this exploit and doesn't bring up the problem of what to do with the unused :hammers:

Well, the solution is just o make those units expensive and have lower yields. If the hammer to food ratio is high, like 4 :hammers: for 1 :food:, it won't be as exploitable. But as I said, this unit feature isn't for anything I am making. It's up to Dancing Hoskuld and any other modder that uses it to set the costs. You could theoretically create a unit now that costs 1 hammer and gives 100, but I don't see anyone complaining that that feature is OP.


multiproduction(?) exploit, get a city with mega production and spew them out turn after turn, pumping up small cities, if no limit then you could stack up 25-50 of them, build a city then pump it to 25 in 24 turns bwahaa

You would be wasting your time. You can hurry the cities food, but not growth. If the cities food bar maxes out, the "hurry food" button disappears and you can't add any more. You can't make the city grow, only give food.
 
I was not going to let them be buildable, you would get them every so often from certian "vicinity" buildings. Reading all this I realise that I now need an automatic mission for the unit that does what the AI does. Which means I need one for the hammer and gold caravans too.
 
I was not going to let them be buildable, you would get them every so often from certian "vicinity" buildings. Reading all this I realise that I now need an automatic mission for the unit that does what the AI does. Which means I need one for the hammer and gold caravans too.

What do you mean by automatic mission?
 
Smaller towns *are* considered. As for how well it actually works for the AI, I think I need to do playtesting to see.



Well, the solution is just o make those units expensive and have lower yields. If the hammer to food ratio is high, like 4 :hammers: for 1 :food:, it won't be as exploitable. But as I said, this unit feature isn't for anything I am making. It's up to Dancing Hoskuld and any other modder that uses it to set the costs. You could theoretically create a unit now that costs 1 hammer and gives 100, but I don't see anyone complaining that that feature is OP.




You would be wasting your time. You can hurry the cities food, but not growth. If the cities food bar maxes out, the "hurry food" button disappears and you can't add any more. You can't make the city grow, only give food.

That's why I said to pop 25 in 24 turns! I wasn't saying you could hurry growth only that you could fill it then the city uses food to grow
 
You know those action button thingys - automate workers, work boats and now supply wagons:)

I actually have an action button already. It works fine too. I didn't hijack anything, I added the new mission the right way. (Adding action buttons in the SDK is fairly easy.)

Everything should be ready for you, out of the box. If you give a unit an <iBaseFoodChange> greater than 0, the button will be available in your cities.
 
Smaller towns *are* considered. [...]

Yea, i know. you wrote that. i just argue about the priority. IMHO it should be:
1st: towns sized 1-2
2nd: starving cities
3rd: towns sized 3-5 (building food caravans isn't so important form this point on)
4th: stagnating cities
else goto smalles city in the area

through my expirience this would be the best you could do with these caravans.

I was not going to let them be buildable, you would get them every so often from certian "vicinity" buildings. [...]

This might be a good solution. it sounds less exploitive.
 
To those people who debated with me in the beginning of this thread about the usefulness of an Obsolete Tech for promotions. Rejoice! For I now have an obsolete tech for promotions, and it works perfectly. :p
 
To those people who debated with me in the beginning of this thread about the usefulness of an Obsolete Tech for promotions. Rejoice! For I now have an obsolete tech for promotions, and it works perfectly. :p

Oh, so now we can make Wootz Steel obsolete? The knowledge of how to make Greek Fire will eventually be lost? :D
 
Someone mentioned that Ancient Mediterranean Mod has this modcomp that grant promotion according to what resource you have. For example, if you have copper, you get promotion that make unit stronger because of that. Then with Iron, the unit is even stronger. What do you think of this modcomp for future (1.70 version)?
 
Someone mentioned that Ancient Mediterranean Mod has this modcomp that grant promotion according to what resource you have. For example, if you have copper, you get promotion that make unit stronger because of that. Then with Iron, the unit is even stronger. What do you think of this modcomp for future (1.70 version)?

Do You know where the TAM source code is? I download v.82 but they didn't include it. :sad:
 
Do You know where the TAM source code is? I download v.82 but they didn't include it. :sad:

Ouch.
No, I don't. I don't even play it :lol:.
Only thing I know about it is it has thread in modpack forum and a sub-forum in Projects forum. You may ask the modder in that sub-forum. I will even ask myself as well after posting this post.
 
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