SDK Component Requests:

I can do them... I just hate to. What exactly is the problem with your random event?

I haven't written it yet :lol:. I have been reading the tutorials and looking at the barbarian hoard events in RoM as examples of what I want to do. So I will get there, probably when civ 6 comes out.

I meant that I could not get the locusts to appear in game because I have era specific one so they can't be animals and I don't want them to be built by anyone. And yes I have thought of modding the sea animals python to do it that way instead.
 
I haven't written it yet :lol:. I have been reading the tutorials and looking at the barbarian hoard events in RoM as examples of what I want to do. So I will get there, probably when civ 6 comes out.

I meant that I could not get the locusts to appear in game because I have era specific one so they can't be animals and I don't want them to be built by anyone. And yes I have thought of modding the sea animals python to do it that way instead.

So?

For example, let's say you want a max of 20 locusts in the game. Store the number that are alive in a global variable. When onUnitDeath is called, and it is a locust, subtract one.
Then create a new one somewhere else, perhaps near a city.

You don't need to use Events; just specific python events.
 
Quote--as for BlackZiggurats idea on events for with subdue animals mod. i think i can give some alternative suggestion how to modify certain resources behavior to make it more intuitive. i don't even think it would require much work to realize it. but that's just my estimate...
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Right On! Make some waves!
 
And hordes of locusts?! RIGHT ON!!! Biblical Horror is good in ANY era! But it should strike many tiles at once, not just 1 tile...
 
You don't need to use Events; just specific python events.
Except for the event that is already there that is.

Anyway, first I need to figure out why I am losing 1/3rd of the sounds when I put all my mods in. Especially why the diplo sounds are going since I do not touch them!
 
the <BonusHealthChange> tag for buildings could have a list of different boni (resources) that give the same bonus.

what i mean is that a 'port' could give +1 :health: with 'fish' OR 'shrimp' OR 'crab' resource to keep overall resource-boni bounded.

additionally one could replace <HealthChange> with tags like <iMinHealthChange>, <iMaxHealthChange> and <iHealthChangePerBonus> to make it possible to get iMinHealthChange :health: for a single resource on the list and iHealthChangePerBonus :health: for any other resource up to a maximum of iHealthChangePerBonus :health:

thus it is possible for give a 'port' +1 :health: per sea resource but only to a maximum of +2 :health:. (+4 :health: seems far too much for a port considering how many other buildings give you resource specific health boni)

same idea for happiness and maybe yield changes too...
 
additionally one could replace <HealthChange> with tags like <iMinHealthChange>, <iMaxHealthChange> and <iHealthChangePerBonus> to make it possible to get iMinHealthChange :health: for a single resource on the list and iHealthChangePerBonus :health: for any other resource up to a maximum of iHealthChangePerBonus :health:
Not a bad idea, though wouldn't a Port provide :yuck: at least initially? if not initially, then certainly after the innovation of motorcraft...
 
Not a bad idea, though wouldn't a Port provide :yuck: at least initially? if not initially, then certainly after the innovation of motorcraft...

true, makes sense for the port.

however this idea become somewhat more important with this new mod: http://forums.civfanatics.com/showthread.php?t=364203. it is really needed to prevent spamming and create a good game play. if someone has any other suggestions how to make it fit into the game please let us know.
 
I'd like to request a modification for the cityscreen, could also be adapted to the worker build menue as well... a right-click option. If you have a building available in a city, you can r-click it, and a menue will appear. Lock or Sevo. If you click lock, the Building greys out and can't be built unless unlocking. If you click Sevo, it takes you to the Sevopedia. This would prevent the AI from choosing a building that you don't want. It would also prevent you from accidentily choosing a building and not realizing till it's too late.
EDIT
It would also be great if it would move the building to the end of its respective list-line.
 
Is there a multiple research mod built yet? It makes more sense that the corporations and guilds would have their own agenda, and each corp would have its own tech agenda, kindof like having a tag that augments the flavor focus.
This would also offer the option of opening up negotiations w a civ's corporations. Espionage aspect. The civ may not sell you caseless ammunitions technology, but Don's Munitions may... for a price!
EDIT
Also, it makes sense that every university would have it's own research agenda, aside from its national contribution.
 
Is there a multiple research mod built yet?

I highly, highly recommend you check out Custom Game and go down, down, DOWN to the bottom of the options there. You will get your answer there :).
 
It would be nice to see Multiple Research/Production etc. moved into the BUG settings. The less I need to click each game, the better :)
 
From the thread about shaft mines and their unhappiness, I got this idea. If it is feasible and acceptable, I want to have an improvement to upgrade when appropriate tech is present. Otherwise, it still is the at the latest build. Just an example, what about cottage turning into town only when Coinage is researched?

Actually, I want to see if it is possible to merge trade posts with cottage improvements so they can upgrade together but with tech requirements. The same can be said for Workshop upgrading to Industry(the earliest one, forgot the name) only at whatever the tech was for that industry.

Reason:
That would make shaft mines causing unhappiness a more reasonable if we have shaft mines only available at Steam Power.

Of course, if it is either or both not interesting or not feasible, forget it :).
 
Forgot this in the above post.

Historically, with enough unhealthy people, there would be an unhappy portion of population. So how about creating unhappiness for every three unhealthinesses?

That way, we who don't play Revolutions can experience disruption without having to deal with that modcomp. It would be a nice and very realistic part.

Make this an option because it would be only me and few other people who are willing to accept this modmod for AND :).
 
From the thread about shaft mines and their unhappiness, I got this idea. If it is feasible and acceptable, I want to have an improvement to upgrade when appropriate tech is present. Otherwise, it still is the at the latest build. Just an example, what about cottage turning into town only when Coinage is researched?

Actually, I want to see if it is possible to merge trade posts with cottage improvements so they can upgrade together but with tech requirements. The same can be said for Workshop upgrading to Industry(the earliest one, forgot the name) only at whatever the tech was for that industry.

Reason:
That would make shaft mines causing unhappiness a more reasonable if we have shaft mines only available at Steam Power.

Of course, if it is either or both not interesting or not feasible, forget it :).

Did you read the Better RoM Improvements Thread? You posted almost word-for-word what I planned on doing.

Forgot this in the above post.

Historically, with enough unhealthy people, there would be an unhappy portion of population. So how about creating unhappiness for every three unhealthinesses?

That way, we who don't play Revolutions can experience disruption without having to deal with that modcomp. It would be a nice and very realistic part.

Make this an option because it would be only me and few other people who are willing to accept this modmod for AND :).

Only if it affects players not using the Revolutions mod. With Revolutions, unhealthiness is already bad enough.
 
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