SDK Component Requests:

NotSoGood, yes it does already work like that. I'd like the same thing for ships.

What about applying War Prizes to that as well? Since some ships will still bound to be protected by its crew for good or bad. You can have a risk of losing it by accident. At least, in earlier eras when the ships are wooden. Then the chance decreases with stronger built ships, but still a risk of auto-destruct activation by the enemy.
 
What about applying War Prizes to that as well? Since some ships will still bound to be protected by its crew for good or bad. You can have a risk of losing it by accident. At least, in earlier eras when the ships are wooden. Then the chance decreases with stronger built ships, but still a risk of auto-destruct activation by the enemy.


Yes, I like that idea
 
I have a suggestion:

When you capture a city and there are workers garrisoned there, you get the workers. If the city also has ships in berth, I would like to capture them as well.

What about applying War Prizes to that as well? Since some ships will still bound to be protected by its crew for good or bad. You can have a risk of losing it by accident. At least, in earlier eras when the ships are wooden. Then the chance decreases with stronger built ships, but still a risk of auto-destruct activation by the enemy.

Yes, I like that idea

IIRC, any time this has occurred in history, the loser simply torched the port. I don't see why this should be changed.
 
It just seems to me that if a ship can be captured at sea, there's no reason it can't be captured when it's in drydock. Besides, Civ isn't about following history - it's about making history.
 
It just seems to me that if a ship can be captured at sea, there's no reason it can't be captured when it's in drydock. Besides, Civ isn't about following history - it's about making history.

Huh? usually they are just docked, in port ships get scuttled because they can get away safely, you can't abandon ship in the middle of the ocean
 
Anyway when capturing a city, we should get, some of the ship and military unit that's left in that city, the great conqueror build up them army that way.
 
I am working on the Health Mod. And I was trying to do the stats for the Field Hospital. However I was trying to apply your idea of

Can only be built during war

But how do you do that?

I was going to add a new tag, like bPrereqWar. Just remind me on the SDK component request forum. I'm slowly getting everything done on my todo list, and this is one of them...

You have been reminded.
 
Sounds... Interesting. Doable. Why, do you need it? Ask now, before the patch, and you may get lucky...;)

Wonderful, I would appreciate it a lot if you are willing to do this. It's for a feature in the stripped down, mini mod version of ATOM where there are specific technologies that are inaccessible unless they have gone through a specific event that will spawn a building in a single city which will allow the civ to use reverse engineering and acquire the tech.
 
Wonderful, I would appreciate it a lot if you are willing to do this. It's for a feature in the stripped down, mini mod version of ATOM where there are specific technologies that are inaccessible unless they have gone through a specific event that will spawn a building in a single city which will allow the civ to use reverse engineering and acquire the tech.

Do you need a PrereqOR building list, or an AND list, or both?
 
Do you need a PrereqOR building list, or an AND list, or both?

Might as well both, better safe than sorry.

EDIT: Also, I read the PM a while ago but am only interested in it now, is bForceOverwrite for most XML files like buildings, units, techs, etc? or just one specific file right now?
 
Might as well both, better safe than sorry.

EDIT: Also, I read the PM a while ago but am only interested in it now, is bForceOverwrite for most XML files like buildings, units, techs, etc? or just one specific file right now?

All files. You will need to update Schema's to include it, but that's just a matter of Find and Replace.

To clarify, should the buildings tag be a on/off switch (I.E one building enables the tech) or a set number of buildings (4 Libraries enable Alphabet)
 
All files. You will need to update Schema's to include it, but that's just a matter of Find and Replace.

To clarify, should the buildings tag be a on/off switch (I.E one building enables the tech) or a set number of buildings (4 Libraries enable Alphabet)

For the purposes of my mod, an on/off switch should work fine.
 
Afforess,

I'm posting here because I know most diplo code is in the back-end.

What is really bugging me has to do with war diplomacy. If Civ 'a' declares war on Civ 'b' and a third Civ 'c' declares on Civ 'a' and both Civ 'b' and 'c' are winning and Civ 'c' enters into diplomacy with 'a' to negotiate peace; it's almost impossible to get Civ 'a' to stop the war against 'b' as part of the peace offering. Can this be fixed somehow?

Civ 'a' will most of the time give cities away rather than stop the war with 'b' in 'b' is a lesser power to 'a'. It's like Japan saying at the end of ww2 that they will make peace with the US but continue to be at war with France/England/China... makes no sense.

It would also be nice to have an option of unconditional surrender where the winner gets a pop-up of options like: force capitulation, de-arm (civ can only build defensive units for 'x' turns), change of leadership, change of civics, etc.

Is any of this possible?

Thanks
 
Trying to make a modern scenario, a new XML tag would be intersting, adding befor "iGlobalPopulationChange" in the XML, something like "iPopulationChange", to give certain Civ a Demographic Bonus (like China, India, etc.).

And how give to the game Civ realistic demographic evolution ?

It's quite nerving when in a modern scenario the computer sais your modern russia has half a million people, etc.

It would be great if we could have XML demographic settings for each Civ, Demographic start pos, and maybe demographic evolution ?
iStartPopulation>XXX<
iPopulationEvolution>0< or -1, 1, 2 etc.

could be balanced with certain Tech or Building, etc. making Civ have a particular demographic evolution ?

Something like a realistic demographic evolution, for each Civ.
 
For the purposes of my mod, an on/off switch should work fine.
Added, and are in 1.71. See this example file, and here is the most up to date schema.

Afforess,

I'm posting here because I know most diplo code is in the back-end.

What is really bugging me has to do with war diplomacy. If Civ 'a' declares war on Civ 'b' and a third Civ 'c' declares on Civ 'a' and both Civ 'b' and 'c' are winning and Civ 'c' enters into diplomacy with 'a' to negotiate peace; it's almost impossible to get Civ 'a' to stop the war against 'b' as part of the peace offering. Can this be fixed somehow?

Civ 'a' will most of the time give cities away rather than stop the war with 'b' in 'b' is a lesser power to 'a'. It's like Japan saying at the end of ww2 that they will make peace with the US but continue to be at war with France/England/China... makes no sense.

It would also be nice to have an option of unconditional surrender where the winner gets a pop-up of options like: force capitulation, de-arm (civ can only build defensive units for 'x' turns), change of leadership, change of civics, etc.

Is any of this possible?

Thanks
All of it is possible. The civic and peace trades during surrender is easiest, and I've added those additions to Advanced Diplomacy. The other three are a bit advanced, but I bet I could add them with my redesigned vassalage coming up in a few weeks.

Trying to make a modern scenario, a new XML tag would be intersting, adding befor "iGlobalPopulationChange" in the XML, something like "iPopulationChange", to give certain Civ a Demographic Bonus (like China, India, etc.).

And how give to the game Civ realistic demographic evolution ?

It's quite nerving when in a modern scenario the computer sais your modern russia has half a million people, etc.

It would be great if we could have XML demographic settings for each Civ, Demographic start pos, and maybe demographic evolution ?
iStartPopulation>XXX<
iPopulationEvolution>0< or -1, 1, 2 etc.

could be balanced with certain Tech or Building, etc. making Civ have a particular demographic evolution ?

Something like a realistic demographic evolution, for each Civ.


Wait, so if I understand, this tag would be in Civ4CivilizationInfos.xml, and you could set it to an integer value, to make the civ's population appear to be larger? So a value of 100 would double the 'listed' population from .5 million to 1 million? Or more in-depth?

If that's not right, try to explain it more clearly. I don't need a rational, just a good description of what it does.;)
 
Back
Top Bottom