SDK Component Requests:

which threat should this request be entered?
- revolution bar to be added beneath the production bar on the overview map. so we can see it coming before the alerts go off.
Edit:
- also a bar for the culture level, this would make 4 bars displayed at once. the 2 above mentioned would work well enough as half thickness or even 40% thickness compared to production bar thickness. If either of these are already a bug option, someone please say, 4 I have missed it totally if so.
 
Had a glance at the modder's guide. There's a lot there, isn't there.

Two more ideas off-hand:

  • iPrereqPopulation for unitinfos.
    This means that a unit requires a certain population level in the city it is being built. eg: population 16 to build a nuke.
  • iMaintainPopulation for buildinginfo.
    This is the population level that must be present in a city for a building to remain working. If, for whatever reason, the city population drops below this level, the building ceases to function until the level is raised again.

iMaintainPopulation coupled with iPrereqPopulation could produce some interesting results.

Some rather terrible design-wise but extreme examples to make the point.

You might set the Barracks to require a 3 pop to build and 2 to maintain. So you build it and it works immedaitely, but if something causes a loss of population, it will not work if you only have 1 pop left.

You might set the Granary to require 5 pop to build, but 7 to maintain. This means you can start building the granary when you reach population of 5 but it doesn't come into effect until you reach a population of 7. This kind of design in MODs means a gamer can strategically plan ahead - build things that won't come into use until later.
 
Quote:
>Anyway, here's my next idea:
>
>In BuildingInfos, there is this kind of thing:>
>
><BuildingClassNeededs>
><BuildingClassNeeded>
><BuildingClassType>BUILDINGCLASS_NAME</BuildingClassType>
><bNeededInCity>1</bNeededInCity>
></BuildingClassNeeded>
></BuildingClassNeededs>

except for the edit button on your post there is also a quote button on the posts of others. might come in handy.
 
how are building prerequisite handled with building upgrades? more specific, what happens if i have a building that requires another one via BuildingClassNeededs tag and this building was upgraded.

or is there another tag which allows OR-linking of building prerequisites?
 
how are building prerequisite handled with building upgrades? more specific, what happens if i have a building that requires another one via BuildingClassNeededs tag and this building was upgraded.

If the building gets upgraded, it only requires anything the newer version requires, and all the old stats from the previous one are lost.

I saw the problem with this, so Random Events only require an upgraded form of the building, or the original. But regular ones will still require the original. So yes, you will need to use the OR-linking, which I did add.

Example:

Code:
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_OBELISK</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>
 
hmm... the tag does not exist in my buildings scheme file. guess i use an outdated one.

EDIT: yep, nvm. ah... and i read all the scheme file through in search of something that could be an OR prerequisite on buildings. i knew you would not leave something like that out when you added building upgrades.
 
I'd like to request CIV4BuildingInfos gets a tag... ImprovementFreeSpecialistCounts This would allow an improvement to not only provide a free specialist, but determine which specialist it is that the city receives. If it exists, please let me know.
 
i wonder if you could implement some tags for the building infos in 1.74:
  • a tag world wonders or generally for buildings with a global limit to move all production progress to another building class if the global limit is hit. e.g. the progress on stonehenge is converted into my moon observatory in case someone else finishes it first.
  • a prerequisite for a building - but at global level. i.e. a building needs a world wonder finished to be available and it does not matter who build the world wonder.
  • prerequisite on city size.
  • prerequisite on cultural level
  • tag to allow a building to open up level 3 borders (independently on the culture level, though such buildings might have cultural level dependency)

the city size prerequisite is somewhat important to me and luckily it should be the most easy one to implement. however if it's no big deal to implement them all i'll gladly utilize them all. i could make national versions form most world wonders then since i'm reworking RoM buildings now anyway.
 
I got an idea, for corporations well making one element using the corporation methods, but it will require a tag for corporation info, by default it shouldnt effect all the other corporations unless wish so, but is it possible to create a tag for the corporation so that it can effect relations with other civs? for e.g if i create a Drug Trade/Cartel as a corporation, the bonuses would be plus would be commerce/cash(alot) and happyness but negatives would be unproductivity and unhealthyness, but werever you spread it to it can create a negative impact in regards to relations, only way you can stop is if for e.g research a tech or create a building :) that negates the effect :D like rehab centres or something.

Anyways is it possible to make that tag in the corporationsxml file or even for buildingsxm file.
It can be good for intelligence agency buildings to and for other corporations as the corporation mechanics can simulte many real world elements like oil,

Obviously though the above has to be done right to it balanced etc for now though just thinking about the foundations and what will be needed:)
 
Is there any way that you can put something in the settings that would require no civ to be more than five techs ahead of anyone else, i have played now for the last twenty games and TWO civs always are at a minimum of twenty techs ahead of everyone else, which is needless to say, its a useless game after Medieval era then.

You can either have a check mark for them to use this as an option or not, or even have them use a number of techs you want the lead civ to have ahead of anyone else, ie: If i choose the option to have only the lead civ to be 3 ahead then no civ will be left behind that much, i hope this can be an option, i am sooo tired of getting so darn far, just to be overran later in game.

Ie: Option 1, 1 tech ahead
Option 2, 2 techs ahead
Option 3, 3 techs ahead
Option 15, 15 techs ahead etc etc.....
 
Is there any way that you can put something in the settings that would require no civ to be more than five techs ahead of anyone else, i have played now for the last twenty games and TWO civs always are at a minimum of twenty techs ahead of everyone else, which is needless to say, its a useless game after Medieval era then.

You can either have a check mark for them to use this as an option or not, or even have them use a number of techs you want the lead civ to have ahead of anyone else, ie: If i choose the option to have only the lead civ to be 3 ahead then no civ will be left behind that much, i hope this can be an option, i am sooo tired of getting so darn far, just to be overran later in game.

Ie: Option 1, 1 tech ahead
Option 2, 2 techs ahead
Option 3, 3 techs ahead
Option 15, 15 techs ahead etc etc.....

I don't understand...

You mean you are upset that AI is getting way ahead of you? If so, then my man, you have serious adapting to do :).

However, if you are talking about yourself being way ahead of others, then that is the purpose of trying to improve RoM by Better RoM. Also, consider going up Difficulty if the game is too easy for you.

Summary:
AI is getting way ahead of you? You suck it up and learn how to adapt your strategies so you can win :).

or...

You are way ahead tech-wise, go up difficulty level and invest in the discussions on how to make AI better ;).
 
I don't understand...

You mean you are upset that AI is getting way ahead of you? If so, then my man, you have serious adapting to do :).

However, if you are talking about yourself being way ahead of others, then that is the purpose of trying to improve RoM by Better RoM. Also, consider going up Difficulty if the game is too easy for you.

Summary:
AI is getting way ahead of you? You suck it up and learn how to adapt your strategies so you can win :).

or...

You are way ahead tech-wise, go up difficulty level and invest in the discussions on how to make AI better ;).

No offense, but i like my idea better.:rolleyes:
 
i think for the later eras in terms of technology, all civs regardless where they are in the tech tree should automatically gain the abilities, since realistically once lets say gunpowder came into existance, within 200years or so most people/nations did use gunpowder and those troops but i guess for balance issues we can make it so that its more expensive or they more weaker until the civ learns it to create those units. Like an import, or something like that, so even if the human player is way ahead of the AI, it wont be like a whitewash, or have no challenge, it like sometimes i gave techs away to bring couple of the AI on par with the others so they all got gunpowder units or modern units instead of being stuck in the medieval era. That should be worked on somehow.
The problem with giving the techs away was that it made you positive relations and that also effected the game, diplomacy wise (wanted to have an everlasting negative diplomatic relations with a civ from the time i start the game for e.g America and Russia)

Oh and the import of units can benefit maybe a foreign nation in terms of gold, simulating like an arms deal :)
 
I find tech difussion does a decent job of making all worthwhile world powers have mostly-relevant technology.
 
If there's not already (Checked the schema by searching for terrain and feature) a field, could we get one to determine the amount of terrain defense a unit is allowed to ignore, or even all? There's already a hackhazard way of doing this by tying it to the regular terrain defenses of all the features, but its' very wordy and it would be a lot nicer to have a unit that can just ignore say the first 50% of all feature/terrain defenses, or all, just like lategame military units ignore building defenses.
 
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